Chapter 2" The Districts
the creature’s insights and the formation of the Docks the project allowed them a slight influence but as part of
began in earnest. the Resolution the Docks were given over to the
Foreseen and Icegrave Enclave to develop. The
The expanse of black sea was a perfect resting place Everfrozen in turn only asked for provisions over
for the dead of the City and those that were awakened the dead and security for their living servitors,
into undeath helped stave off the Occlusion’s hunger giving the Foreseen and the Master near total
with a willful observation. This stability granted the authority in the Docks.
window for the Foreseen’s construction of the planar Post-Resolution, the competition between the
spanning docks and truly opening the City to the planes Steamwalkers and the Bookbinders escalated
as a major trade hub. The Temple of Coin’s support of and both parities deployed large numbers of
agents to the docks. These agents are a common sight
to this day, as they race to acquire eldritch secrets as
they enter the city from the Sea of Stars and beyond.
The common thinking is that the Master allows these
intrigues because it better focuses foresight on matters
that are of import while providing a buffer against those
of less concern to the Docks or the Foreseen.
The Descendants of Dream attempted an elaborate
infiltration of the Icegrave in an effort to gain access to
the Docks without Foreseen interventions. The seers of
the rival parity exposed the sophisticated plan including
those with the Descendants that had undergone undeath
to gain access to unfettered travel. Before the affair
could spiral into out and out conflict the Temple of
Coin’s intercession allowed for the charter of select ships
by the explorers of the Dreamers and supported the
Foreseen’s aggressive expansion of the Orrery engines.
In the shadow of the Wonder War, the docks were
attacked by a kaiju out of deepest shadow, Vriltosk the
Suneater. No one was certain if the creature was lured
to the City by the Orbs of Wonder or not. But its arrival
was late enough that the Orbs were not present to
fight it. It was in fighting the beast off that the vanara
cemented their status. The "dock ape" hero Hoopaka
G'crit, a psychic warrior of renown that delivered the
final blow to the beast but lost his life in the process. A
thirty foot tall statue of him now stands at the mouth of
the docks he gave his life defending.
In recent decades, known to but a few, a thriving
underground trade in fate eater flesh has grown.
Masterminded by a subsect of the Foreseen, it is
centered in the Garter neighborhood in areas where the
Wardens do not go.
Locations of Interest
The Alabaster Length (The Reaches): The pristine
structure of this jetty resembles ivory polished to a pale
lunar glow. The length forks into two different sections,
one that often holds the longboats of the warriors of
Asgard and the other Planes of the Trine Libria. Along
the other side the vessels of the Heavens take to port
with the Lonely Angels being the most common sight,
often they can be seen frozen in regard at the Seraphs,
emotions warring of their faces. On rare occasions, the
graceful Swanships of Elysia drift down the quiet waters
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Jacob Cinciripini (Order #18219176)
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between the jetties and deliver the Unstained to confer Chrysalis Covenant. Fleshgrafting is almost a religion to
with the Eternal Dawning. them, or perhaps an art-form. Probably both. When they
speak humanoid languages for some reason they always
The Dock of Ages (The Reaches): The still waters sing. (Most food here requires a Fort save from those who
around this moorage don’t even seem to be occupied. are not insectoid, aberrations, or verminoid creatures, DC
Rumor persist that once in a millennia, it bursts with life 15 or be nauseated for 1d20 minutes).
and action. Sailors of strange vessels and accoutrement
busy themselves with a passion nearing panic. It is The Icetomb (The Bay of Shades): Floating at
said that for three days the waters touch not the Bay of the edge of the Occlusion, stands the massive iceberg
Shadows but the Great River of Time itself. Impossibly necropolis of the Icetomb. The undying stewards of the
lost and valuable heirlooms become accessible again, and Icegrave Enclave make the final resting places of the
destinations further than any star are possible to set sail City’s dead. Many suspect that a goodly number of the
to. fallen are reborn into undeath regardless of the intentions
of their next of kin. Duxandus’ defense of the City and
The Drydock (The Canopy and Garter): There is no battle in the Orchard during the Lightbringer Incursion
better repair facility in all the multiverse when it comes lends even more credence to that theory.
to repairing or outfitting a ship in a short time. The rates
are very steep, but the work is magnificent. Ship captains Madame Syzygy's (The Garter): The poshest house of
who nurse venerable ships of ancient designs around the companionship in the district. Operated by a disgraced
spaceways often take their vessels to no other shipyard. royal from the prime, Endora Syzygy (Non Aligned LN
female human aristocrat/rogue 7/7), she claims to have
Exchange Alley (The Garter): Exchange Alley is the something for every species, gender, and preference. It is
place to go for ship supplies, scribes to write and witness rumored that she supplements her offerings with shape
contracts, and bulk goods. It serves as an Annex to the shifters in order to make good on that claim, although
Pacts District proper and greatly eases traffic through no one has been able to prove it. Her son, Casmir, is a
the Coinsway Wall gates. In addition, the street hosts the regular face in the demiplanar black market known as
Exchange, a massive currency exchange—at a ruinous Destiny's Bodice.
convenience rate, of course—run by the Temple of Coin.
Many fine establishments can be found here, eager to The Onyx Dock (The Reaches): This polished length
separate a captain from his coin. of black stone reaches into a particularly deep shadowed
area. Connecting the waters of the Bay to the lower
The Fool’s Dock (The Reaches): This quay and Trines, both Infernal and Abyssal and evil-aligned Axes
attached dock structure was originally fitted to act as a planes. An ice devil phalanx holds the quay against
control during the original visualization experiments. Its unauthorized exits or boardings and answer only to the
purpose was to be a centering point between the other Lord of their frigid circle and the Master of the Docks.
planar docks of the reaches and intentionally was to be
cued to the City at all times. As the architects of the Quirky Quentin's Outfitters (The Canopy):
Docks formed the other planar quays, they noted with Quentin's caters exclusively to the small folk, particularly
increasing regularity that their control structure actually halflings and dromites—Only small, tiny, diminutive,
resonated between the deliberately attuned planes. As the and fine size gear is available. Masterwork, magic,
Reaches filled out this structure took to shifting regularly, psionic, and alchemical augmentations are all available
if randomly through realities. should budget permit. Quentin K'tel, (Non Aligned
LG gnome rogue 4/expert 2) the proprietor, is a jolly
The Funerary Dock (The Reaches): The funerary youngish starborn gnome with a penchant for off color
dock and several blocks around it are the domain of the humor.
Icegrave Enclave. From here they ferry the deceased to
the Icetomb, the mausoleum-iceberg where the dead of Tombolo's Siege Perilous (The Canopy): The finest
the city are frozen into place. Sculpted frozen sepulchers dealer in high end siege engines in the city. From
are maintained for the wealthy while the poor and masterwork ballistae to the newest of plasma bombards.
disenfranchised are frostwelded to the exterior of the isle Magical and psionic weaponry are a specialty. No one has
adding to its circumference. Whisperers for hire question ever met the owner, only staff.
the dead and unearth esoteric arcana from throughout the
multiverse, a fact lost on neither the Steamwalkers nor the Sanity’s Last Stand (The Reaches): This half-jokingly
Bookbinders. named pier of the District is officially called the Sealed
Docks. Its shattered length actually serves to ward off
The Hives (The Garter): Clustered together in a travel from the Splinter Realms of the Deep Void. Psionic
series of hive-like formations is a small neighborhood circuits and massive abjurative warding circles adorn
of insectoid races. Mantis creatures from deep space, its entirety and a half-submerged Warden watchtower
dromites, trox, and other more exotic insect people live is stationed there as well. Residents of the docks tend
here. In the center of "Bugtown" lie the clinics of the to avoid the area due to the strange sounds of entities
People of the Mantis. These insectoid surgeons from the attempting (and on rare occasions succeeding) to pierce
deepest spaces between worlds are often members of the the protections from beyond.
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Chapter 2" The Districts
The Sliding Quays (The Reaches): This configuration 9): Anshuri is an amulet baring the soul of an ancient
of docks fills a large stretch of the Reaches. Each dock priestess of a Prime World so old, no one recognizes the
can handle 12 ships at a time, and provides connection name she knew it by any longer. She lay in a collection for
with a different set of planes or rivers through shadow. centuries until the curator’s cat, Banhi, shattered the case
Some of the attached jetties include the Silver Docks containing her. Banhi was instantly influenced to “wear”
which draw voidships and shadowskimmers from the her as a collar. In time the access she gained via the cat
Transitive Axis and the Docks of Flux which provide became a preference and she eventually paid a theurge
a static navigation beacon to craft from the Roil, select to awaken her companion. Banhi selects likely “owners”
Splinter Realms, and the Planes of Dream. and the they conduct their business through the chosen
humanoid until it is wise to “shed” the reputation of the
Sonus The Weaver, Sailmaker (The Reaches): Sails current merchant.
made from phase spider silk and other rare materials
are woven here. Little known is the fact that Sonus Bikiru the Flatulent (Foreseen LN male reborn
(Foreseen NE male human spiritualist 12) is a senior samsaran occultist 9): A tall, slender samsaran, Bikiru
member of the Weavers of Fate, a sect of the Foreseen is a senior Realm Warden in the docks. He has been
that trades in illegal fate eater organs. Sonus is in charge directing traffic at the Night Sky Docks as ships come
of smuggling the flesh, and sometimes live fate eaters, and go from the planets of the Sea of Stars for thirty-five
into the City. The Master of the Docks turns a blind eye years. Cursed in an unfortunate adventuring incident
because he occasionally purchases fate eater organs for his decades ago (one he refuses to speak of), he suffers
own use. frequent, fragrant, and audible gastric distress. As a result
he is something of an unwilling loner and has few regular
Warehouse Row (The Garter): A third of the district friends.
is nothing but warehouses. Various interplanar trading
companies maintain private warehouses here: The Ring Deathmaster Ch'rowl (Icegrave Enclave LN
of Balthasar, The Stray Manor Seven, The K'tel Cartel, female catfolk spiritualist 15): Native to the docks and
The Spelljoined, and more. Additionally the Synod of born into poverty, Ch'rowl grew up eating rats. When she
Enterprise and each of the parities keep property here, was five the Kaiju came and she was surrounded by chaos
especially the Bookbinders (The Icegrave Enclave do and death. Her fur, originally a tawny gold, turned black
have Warehouses, but they are separate and clustered as pitch and the phantom Djaban (formerly a male ratfolk
around the funerary pier in an entirely different area of bartender) bonded to her. When she came of age she
the district). joined the Icegrave Enclave and experienced a meteoric
rise within its ranks. Ch'rowl is on very close terms with
The Vulgar Skyshark (The Garter): Nearly the edge the Master of the Docks, who often secretly warns her
of the District, bar fights happen so often at this bar that of plots against her by the Bookbinders, who resent her
the Wardens generally don't bother until it spills into the blocking their access to the secrets of the dead.
outer streets. Its offerings include cheap liquor, cheap
beer, and bedroom companions of an inexpensive variety. Indigo (Nonaligned CG M umbral kobold bard 7/
The sign above the door is a pair of taxidermied skysharks master spy 3): Born and raised in the Docks area, Indigo
en flagrante delicto, with faerie fire letters spelling out is a familiar sight on the streets there. Seemingly unable
the name of the bar on their flanks. Considered the to sit still, he is amusing to some and an irritant to
roughest tavern in the Garter. others. He is a trusted messenger, known throughout the
community highly recommended. Unknown to all, he is
Personae of the Docks the chief informant in The Eyes, and reports everything
to the Master of the Docks.
Alissa Starbow (Bookbinders CN F bloodborn
nexus 8): Raised in the Kaolin Cluster in the Deep Invarra Ciel (Steamwalkers CG female fetchling
Astral, Alissa has a low tolerance for things that are bard 10): An agent of the Academies Magical, Invarra
"cute.” A planewalker from an early age, the Lattice haunts the docks surveilling the Bookbinders to prevent
eventually led her to the City seeking lore of the strange them from absconding with knowledge of benefit to the
powers she was developing. She joined the Bookbinders, Academies. It is a job that she is not entirely true to, she
a choice that sorted well with her secretive, sarcastic has been involved with Alissa Starbow of the Bookbinders
temperament and insatiable curiosity. Possessed of in a secret affair for over a year. Each gifts the other with
an extensive network of contacts in the Docks, she is small “pillow victories” to alleviate suspicion of their
probably knows more of the area's goings-on than any trysts. In addition to the dim view their parities would
save the Master of the Docks himself. Her ongoing affair take of the relationship, things are made worse by the fact
with the Steamwalker Invarra could threaten to make that neither of their wives know about the liaisons.
enemies of their own Parities should either be discovered.
Lenata Starchilde (Bookbinders NG female
Anshuri & Banhi (Temple of Coin LN female aasimar cleric 8/ sorcerer 2): Angel blooded and
living item 13 and LN male awakened cat psychic possessed by wanderlust after being raised in an insular
asteroid community, Lenata has spent twenty years
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piloting arcane sailing ships from world to world and Orrery Vehicles
plane to plane. Her group, the Spelljoined, is based on
an obscure demiplane but maintain a warehouse here and These vehicles are presented with their standard stats.
use the city as their base for explorations into shadow and The cost listed includes the installation and attunement of
the demiplanes of the ethereal. Their ship, The Nomad, an orrery engine. There are a vast array of modifications
is always looking for good crew that are willing to work and upgrades available which must be priced out and
hard and have experience of the many worlds. The purchased separately.
Captain, Vedis Valentine (Non Aligned CG female
maenad wilder 7/soulknife 3), is rumored to be tough but ICEGRAVE ENCLAVE FUNERAL BARGE N/A
fair, and lavish in rewarding loyalty.
This wide, low style of barge is owned exclusively by the
Pauroo (Sanguine Sovereignty N male vanara cleric
of Aphos 5): Vanara are the majority of the workforce Icegrave Enclave. They are used for ferrying the deceased
of the docks, and Pauroo is their unofficial leader. He
originally hails from a jungle world torn by war between to The Icetomb, and occasional forays into the planes
his people and fiendish girallons. Having seen so much
death he decided to seek a different path. While walking on parity business. Its double sails are emblazoned with
The Lattice he was attacked by a protean and left for
dead, but a traveling healer found him and brought him the symbol of the parity. The figurehead on the prow is
to the City. While recovering he became fascinated with
the Church of the Faith Devoured. It seemed death could composed of the bodies of criminals frozen together into
be defeated after all. Since then he has been a devoted
member of the clergy, and has also become the de facto a spike.
voice for the vanara.
Colossal water/void vehicle
New Game Mechanics Aura strong abjuration and transmutation
Squares 10 (60 ft. by 150 ft. 2 full decks)
STAFF OF THE DOCKMASTER 29,600 GP
Defense
Aura moderate divination, abjuration, illusion CL 8th AC 2; Hardness 5 (wood)
hp 5,220 (2610)
Slot none Weight 5 lbs. Base Save + 0
Description Offense
Maximum Speed 90 ft. (wind); Acceleration 30'
This staff is made from a brass-like shadow metal, Melee piercing ram (8d8 + 2d8)
Ranged 2 plasma bombard +12 (2d8 electricity +
and topped with an eye cast from the same metal.
2d8 fire)
The staff allows use of the following spells: CMB +8; CMD 18
RR dark whispers (1 charge) Drive
Propulsion wind or weird current, magic
RR track ship (1 charge) Sailing Check Knowledge (the planes) or Profession
RR riversight (all water inside the Docks, rather (sailor)
Forward Facing the ship’s forward
than just a river, 2 charges) Control Device arcane steering wheel
Propulsion 60 squares of sails (two masts), magic
RR dimensional anchor (2 charges)
(3 squares of orrery engines in the middle of the
Construction Requirements 14,800 gp ship)
Driving Space the nine squares around the steering
Craft Staff, dark whispers, dimensional anchor, wheel that sits at the front of the ship
Decks 2
riversight, track ship Cargo/Passengers 100 tons/20 passengers
Crew 20
Equipment
Armaments 2 plasma bombards (port and
starboard)
Modifications orrery engine, ram
Cargo 1 point of plunder
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Jacob Cinciripini (Order #18219176)
The Coinspinner
Unique Planar Vessel an immediate action. If the check fails, a burst of
psychic feedback causes the Captain to gain one of
Formed of flowing lines of iridescent ceramic the following conditions for 1d12 rounds:
resembling mother of pearl, The Coinspinner RR unconscious
resembles a galleon, but it's lines predate the known RR confused
stories of antiquity. The organic designs are unusual RR sickened
for triads and are often strangely suggestive of RR staggered
tentacles and mollusks. Its triple sails are a bloody
maroon in color. The figurehead on the prow is A DC 20 Will save halves the duration,
suggestive of an octopus, but one boasting six eyes. minimum 1 round.
The ship’s movement is controlled by way of THE COINSPINNER
an arcane steering wheel on the foredeck. When Colossal ship
uncontrolled, the ship moves randomly, sometimes Aura overwhelming abjuration and
changing direction, sometimes shifting planes,
but always avoiding the ground or other hazards. transmutation
Its orrery engines allow it travel anywhere along Squares 4 (30 ft. by 120 ft., three full decks)
the Lattice, to any world in space, or to the most Init +10
mundane of planet-bound waterways. Defense
AC 18; Hardness 14
If The Coinspinner suffers the broken condition, hp 3,240 (sails 720)
the driver must make a DC 30 driving check as Base Save +13
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Jacob Cinciripini (Order #18219176)
Offense Sailing into the Docks District seemingly of its own
Maximum Speed 90 ft. (wind); Acceleration volition, this strange ship’s origins are anything but
clear. Historians posit its arrival as the first ship to
30 ft. arrive in the slips of the newly enchanted marina to
Melee grappling ram (animated figurehead) cast even more suspicion on the Foreseen’s motives
regarding the Districts design. Little could be
+15 CMB garnered from the maddened and ravening souls
Ranged 6 plasma bombard +12 (2d8 who appeared to be its former crew.
electricity + 2d8 fire), 2 heavy plasma The Foreseen used the ship as their primary
bombard +15 (3d6 electricity + 3d6 fire) mode of sailing the Sea of Stars in the early years
CMB +22/ +37 grappling ram; CMD 32 of their operations. Many suspect that studying the
Ramming Damage 10d8 + grapple ship helped them refine the designs of the orrery
engines powering newer ships. Others claim that
Drive they harvested key components for the Grand
Propulsion wind or weird current, magic Orrery itself from the alien vessel.
Sailing Check Knowledge (the planes) or
After nearly a century of use by the Foreseen, the
Profession (sailor) ship transacted to the Temple of Coin and is now
Forward Facing the ship’s forward considered to be the flagship of the City’s privateer
Control Device arcane steering wheel f leet.
Propulsion 90 squares of sails (three masts),
Travelers spending any length of time on the
magic (3 squares of orrery engines in the Coinspinner indicate that the experience seems to
middle of the ship) have been particularly meaningful, inspiring, and at
Driving Space the nine squares around the times life changing. Rumors abound that the ship’s
steering wheel that sits at the front of the unique orrery engine bends probability for magic
ship and supernatural events. Passengers have paid the
Decks 3 Temple of Coin handsomely to charter trips to
Cargo/Passengers 150 tons/120 passengers exotic locals to use decks of many things and other
difficult to control magics in the most auspicious
Crew locations they can divine.
Captain: N female elven cryptic 5/ rogue
Radia storms never seem to be at apex when the
[pirate] 10 ship arrives and it never struggles to shift away
First Mate CN male human magus 8 from the Occlusion and into the skies and seas of
Other Crew safer worlds during an emerging shadowtide. This
relative safety from the major native hazards of the
CN aasimar bard [sea singer] 6 City make it popular during transactions requiring
18 NE human fighter (corsair) 6 cautious deliver though the current Captain,
10 N catfolk rogue (pirate) 6 Anthariel rarely takes time from more mercenary
8 NG vanara gunslinger (siege gunner) 5 diversions to take on such commissions.
2 CG half elf bard (arcane healer) 8
Some among the Ashborn and on the Exile
Equipment Council claim the ship has dangerous affiliations
Armaments 6 plasma bombard (port and with the Undreamt, a mysterious cabal of creatures
from within the deepest Splinter Planes of the
starboard); 2 plasma bombard (fore and Void. The Temple of Coin has sited the numerous
aft) occasions where the ship has served at key moments
Modifications orrery engine, magically to deliver aid, supplies, or rescue to souls in need.
treated hull, magically treated sails, ram,
rapid deploy sails, sturdy hull During the Suneater’s rampage through the
Cargo 4 points of plunder Docks, the ship appeared with mysterious vanara
Becoming The Captain To assume the mantle heroes who helped bring the kaiju low and save the
of captain, a creature have at least 12 District and possibly the City from its rampage.
HD, the Leadership feat, and 10 ranks in
Knowledge (the planes). If The Coinspinner Despite these credits to the ships reputation,
already has a captain, that captain must it is common practice for Anthariel to rotate her
be defeated before another can take her crew after three months of continuing service and
place. The Captain gains the following spell- refusing to reinstate their service until an equal
like abilities. time has passed offship. The Captain herself seems
RR At will: akashic communion to abstain from these periods leave.
RR 1/day each): Black spot on anyone
aboard the ship, guards and wards on
the entire ship, overwhelming presence
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TIGER SHARK GALLEON 140,000 GP Sailing Check Knowledge (the planes) or Profession
(sailor)
A workhorse of the space lanes, the tiger shark is used by
Forward Facing the ship’s forward
many races and cultures across the planes due to its solid Control Device arcane steering wheel
Propulsion 90 squares of astral fins (three masts),
design and utility. From pirates of the void to champions
magic (3 squares of orrery engines in the middle
of the astral, tiger sharks have found employment for of the ship)
Driving Space the nine squares around the steering
thousands of years. wheel that sits at the front of the ship
Decks 3
Colossal water/void vehicle Cargo/Passengers 100 tons/25 passengers
Aura strong abjuration and transmutation Crew 90
Squares 8 (30 ft. by 250 ft. 3 full decks)
Defense Equipment
AC 2; Hardness 10 (magically treated wood) Armaments Up to 20 Large direct-fire siege
hp 8,640 (4,320)
Base Save + 0 engines in banks of 10 positioned on the port
Offense and starboard sides of the ship, or up to 6 Huge
Maximum Speed 90 ft. (astral current); Acceleration direct-fire siege engines in banks of 3 on the port
and starboard sides of the ship. The siege engines
30 ft.' may only fire out the sides of the ship they are
Melee blunt ram (8d8 + 2d8) positioned on. They cannot be swiveled to fire
Ranged 10 light ballistae +10 (3d8), 10 light catapults toward the forward or aft sides of the ship.
Modifications orrery engine, ram
+15 (4d6) Cargo 5 points of plunder
CMB +8; CMD 18
Drive
Propulsion wind, weird current, magic
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ETHERIC DREADNAUGHT 750,000 GP Drive
Propulsion alchemical or weird current, magic
Most often found in at the edges of the Deep Ethereal, Sailing Check Knowledge (the planes) or Profession
Etheric Dreadnaughts are massive ships that are usually (sailor)
Forward Facing the ship’s forward
armed to the teeth and possessed of eldritch weapons and Control Device arcane steering wheel
Propulsion 120 squares of alchemical chambers
defenses. Some have been reconfigured to a humanoid
(buoyancy gases), magic (6 squares of orrery
standard but most serve the starfaring neothelids and engines in the middle of the ship)
Driving Space the nine squares around the steering
aboleth of the Continuum Deliria. wheel that sits at the front of the ship
Decks 4
Colossal water/void vehicle Cargo/Passengers 250 tons/120 passengers
Aura strong abjuration and transmutation Crew Varies by race. Usually 250 humanoids or 60-
Squares 14 (60 ft. by 250 ft. 4 full decks) 100 aberrations.
Defense Equipment
AC 2; Hardness 20 (Ceramic) Armaments Up to 40 Large direct-fire siege engines
hp 10,080 (5,040)
Base Save + 1 in banks of 20 positioned on the port and
starboard sides of the ship, or up to twelve Huge
Offense direct-fire siege engines in banks of six on the port
Maximum Speed 90 ft. (alchemical); Acceleration and starboard sides of the ship. The siege engines
may only fire out the sides of the ship they are
30 ft. positioned on. They cannot be swiveled to fire
Melee blunt ram (16d8) toward the forward or aft sides of the ship.
Ranged 20 altered plasma bombard +14 (2d8 acid Modifications orrery engine, ram
Cargo 7 points of plunder
+ 2d8 cold), 20 force ballista +14 (3d8 force)
CMB +8; CMD 18
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Jacob Cinciripini (Order #18219176)
Chapter 2" The Districts
STAR-RUNNER CLASS TRADER 85,000 GP
Seen with frequency resembling that of the tiger shark,
the star-runner is the classic merchant ship of the
ASTRAL REMORA 25,000 GP multiverse. Moderately well-armed, it is a sturdy and
This small ship is the choice of those with covert agile design just right for independent careers in creative
transportation in mind. Just large enough for a small hit property redistribution.
squad or spy mission they often arouse suspicion in those
encountering them. Colossal water/void vehicle
Aura strong abjuration and transmutation
Colossal water/void vehicle Squares 3 (30 ft. by 90 ft. 2 full decks)
Aura strong abjuration and transmutation
Squares 2 (30 ft. by 60 ft. 1 full deck) Defense
AC 2; Hardness 10 (magically treated wood)
Defense hp 3,240 (1,620)
AC 2; Hardness 10 (magically treated wood) Base Save + 1
hp 2,160 (1,080)
Base Save + 1 Offense
Maximum Speed 90 ft. (wind); Acceleration 30'
Offense Melee blunt ram (10d8)
Maximum Speed 150 ft. (magic); Acceleration 30' Ranged 4 light ballistae +10 (3d8), 6 light catapults
Melee piercing ram
Ranged light catapult +15 (4d6) +15 (4d6)
CMB +8; CMD 18 CMB +8; CMD 18
Drive Drive
Propulsion magic Propulsion wind or weird current, magic
Sailing Check Knowledge (the planes) Sailing Check Knowledge (the planes) or Profession
Forward Facing the ship’s forward
Control Device arcane steering wheel (sailor)
Propulsion magic (3 squares of orrery engines in the Forward Facing the ship’s forward
Control Device arcane steering wheel
middle of the ship) Propulsion 60 squares of sails (one mast), magic
Driving Space the nine squares around the steering
(3 squares of orrery engines in the middle of the
wheel that sits at the front of the ship ship)
Decks 1 Driving Space the nine squares around the steering
Cargo/Passengers 10 tons/5 passengers wheel that sits at the front of the ship
Crew 1 Decks 1
Cargo/Passengers 150 tons/80 passengers
Equipment Crew 60
Armaments One Large direct-fire or indirect-fire
Equipment
siege engine positioned on the forward side of Armaments Up to 10 Large direct-fire siege
the ship. This siege engine can be swiveled to fire
out either side of the ship, or forward. engines in banks of 5 positioned on the port
Modifications orrery engine, ram and starboard sides of the ship, or up to 4 Huge
Cargo 1 point of plunder direct-fire siege engines in banks of 2 on the port
and starboard sides of the ship. The siege engines
may only fire out the sides of the ship they are
positioned on. They cannot be swiveled to fire
toward the forward or aft sides of the ship.
Modifications orrery engine, ram, smuggling
compartments
Cargo 4 points of plunder
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Jacob Cinciripini (Order #18219176)
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Ship Modifications Undreamt Biocraft, Greater
The following present new vehicle modifications for the Benefit These pinnacle of Undreamt fleshcrafting,
format as laid out in Pathfinder Roleplaying Game Ultimate greater biocraft have all the qualities of the Undreamt
Combat. Biocraft modification. Additionally, a greater biocraft
also gains cold resistance 10 and acid resistance 10 as
Ship of the Line well as a +2 bonus on saves vs psychic magic and psionic
effects.
Benefit Of sturdy construction and only the finest
craftsmanship, a Ship of The Line gains a +1 bonus to Requirements Undreamt, Craft Wondrous Item, Craft
initiative checks and a +1 dodge bonus to AC (ships) DC 40, Knowledge (nature) DC 35 Cost 80% of
base ship cost
Requirements Craft (ships) DC 25, minimum 200 ton
ship Cost 20% of base ship cost Weapons
Foreseen Threadweaver PLASMA BOMBARD 1,200 GP
Benefit The Foreseen sometimes need to send Damage 4d8 plasma or 6d6 plasma (half fire, half
expeditions into the multiverse as they divine and attempt
to influence the warp and weft of fate's tapestry. Infused electricity) Critical 19-20
with the parity's vision the vessel gains a strong aura of
divination. It also gains a +4 bonus to initiative checks Range 200 ft.
and a +2 dodge bonus to AC. This improvement can only
be added by a spellcaster with access to divination magic Typical Crew 1
and the Craft Wondrous Item feat.
A plasma bombard is a uses an alchemical charge
Requirements Foreseen, Craft Wondrous Item, Craft
(ships) DC 25, maximum 150 ton ship Cost 30% of base to fire a bolt of plasma.
ship cost
A single shot from a plasma bombard costs 15 gp
Hyraeatan Ghostcutter
in alchemical ingredients.
Benefit Years without count, the Hyraeatan Docks
have been known as the finest shipyards in the multiverse. A plasma bombard takes up a space 5 feet across.
Ships built to their ancient designs imbue all weapons and
siege engines on board with the ghost touch weapon special Artifacts
ability. Additionally three times per day the driver can
make the ship and all aboard incorporeal for 1d6 rounds ORRERY ENGINE MINOR ARTIFACT
per day.
Slot none
Requirements Craft Wondrous Item, Craft (ships) DC
25, min 100 ton ship Cost 50% of base ship cost Aura strong (conjuration) CL 20th
Undreamt Biocraft OR
Benefit These living products of fleshgrafting gone Aura strong (psychoportation) ML 20th
mad are the vessels of the Undreamt. A biocraft gains
a +1 bonus to its base save, CMB, and CMD. Hull Description
type changes to ceramic (hardness 20, 20 hp) and heals
1d10 hp per square per day. All ranged attacks become Orrery engines are extremely powerful, with the
bioweapons (treat as plasma bombards, but half the
damage dealt is acid damage, and half is cold damage.). ability to propel vehicles hundreds of times their size
Bioships have a strong aura of necromancy.
across the barriers between worlds. A vehicle with
Requirements Undreamt, Craft Wondrous Item, Craft
(ships) DC 30, Knowledge (nature) DC 25 Cost 60% of an orrery engine requires either a Knowledge (the
base ship cost
planes) or Use Magic Device check to be driven.
Designed by the Foreseen to be intuitive, the base
DC to drive an orrery vehicle is only 5 higher than
normal.
At will, the helmsman can expend three spell slots,
3 psionic power points, invest 2 essence for 24 hours,
or take 1d4 points of Con damage to activate the
engine. The captain may then sail to another plane,
as the plane shift spell. When the ship arrives at its
extraplanar destination, it appears in a body of
water or comparable liquid, 1 to 100 miles from the
captain’s intended destination.
The other option is to launch the ship into outer
space. Once in space, the ship can sail through the
vacuum at incredible speeds. Although exact travel
times vary, a voyage between two planets within a
solar system usually takes 2d20 days, and a voyage
to another star system takes 2d20 weeks (or more at
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Jacob Cinciripini (Order #18219176)
Chapter 2" The Districts
the GM’s discretion especially for worlds within the is that they tend to be drawn to other psyches,
Void). The captain must know which world she wishes lifeforces, or mystical wills. It is far more likely that
to travel to (as if the captain cast greater teleport). a ship will translate from one plane to a location
with other present minds when it arrives. Cities,
When the ship arrives at its destination it will begin lone travelers, or even other ships are all potential
to orbit by default. If the captain wills it, it slowly candidates for drawing the manifesting vessel.
descends to the surface (as the feather fall spell),
and typically lands in a body of water. The ship When a driver makes a driving check to control
moves as a standard sailing ship, if able. If the planet an orrery propelled vehicle with a Wisdom check or
has no water or comparable liquid, the ship lands on a skill she is not trained in and rolls a natural 1, the
solid ground and is unable to move until the captain vehicle’s orrery engine loses its ability to translate
once again launches the ship back into space or itself across the planes and through space for 1d6
transports it to another plane. If the plane has neither minutes.
water nor a solid surface, such as the Plane of Air, the
ship continues to slowly fall (as the feather fall spell) Destruction
until the captain transports it to another plane. Orrery engines, unlike most minor artifacts, take
damage and can be destroyed normally. They have
Orrery engines focus on psychic energy and the 300 hp, AC 10, DR 30, and Disable Device DC 40.
power of visualization. A curious side effect of this
Lost Ships of Hyraeatan
Since the Occlusion’s creation of the Bays of Shadow and Yss, ships have sailed to and from the City’s shores.
Among those legendary vessels, not all have returned safely from their journeys. Priceless voidships, heroic
crews, and even more legendary cargos have been lost in the Spaces Between or lost to the Stars. Here are
a few of the more notable stories:
The Dirgedancer: This Icegrave Enclave funerary ship was sent to reclaim the Empress of Varidia for interment
as per the traditions of their world. The damage to the surrounding Spheres required the ship to travel the Void
to reach the City. When returning with the remains, the ship vanished near a tendril of the Splinterplane of Ab-
Noh. The Varidians have sent envoys to the City to seek the whereabouts of the Dirgedancer driven by the will
of their new Emperor. His advisors claim he hears his mother’s voice in his dreams.
The Dragoon’s Dive: The aethernaut Pieracid Moslaunt traveled on behalf of the Thunderchildren seeking
to study the greatest spears of the collected powers of the multiverse. Some say that after obtaining an
audience with Odin to behold the great weapon Gungnir, that Pieracid sought to find another great weapon
to match its power. Many speculate that this may have been Hela’s own fel weapon but that somewhere
journeying between the Island Mounts of the Asgard and the depths of the Infernal Trine, the Dragoon’s Dive
was destroyed. The only proof offered was the shattered masthead of the boat, modeled on Pieracid’s own
weapon. A seer without ties to the Parities claims it is not the only remnant of the vessel.
The Goldwake: A fey pleasure barge belonging to one of Prince Maelwyn’s few remaining allies in the Bright
Lands, the Goldwake was lost in the shoals between the Planes of Dream and Nightmare. A judow bodyguard
named Nekantah made their way back to the City to report that an Undreamt shiftship manifested right
before the Goldwake was lost. Nekantah cannot recall the specifics of the incident but has no memories of
any collision. Prince Maelwyn seeks mercenaries willing to travel to Allialla in hopes to find the lost barge.
The Lady of Laments: This Zeian vessel is powered by thirteen bound kytons and was meant to be an answer
to the Coinspinner. Designed to be as a flagship in the Empire’s navy, the Parities are eager to study it. A team
of White Demon guild mages utilized divinatory insights and engineered a secret raid to liberate the vessel
from the demiplanar shipyards in which it was built. The craft’s pain-powered propulsion allowed it to travel
to any suffering creature to which it was fed the blood of. Rumors last placed the vessel on Hanar but with its
strange shifting abilities it could easily be elsewhere.
Travistian’s Song: The Descendants of Dream commissioned the Foreseen to craft the Orrery driven marvel
they christened Travistian’s Song. The ceptu shipwrights of Undertow claimed it was their finest work. On its
inaugural voyage the Song was lost on a journey to the Realm of Five Emperors. A group of zodiacs with ties
to the Quiet Lands claimed responsibility for the disappearance but their motives and the ship’s whereabouts
are as of yet unknown.
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Jacob Cinciripini (Order #18219176)
Irons District The SeraphIroonfs District
the Coined Veil
N metropolis
Blackblades and Thunderchildren Some say the shrouded gaze of the Seraph
Corruption +4, Crime 1, Economy +2, Law +6, Lore -2, of the Coined Veil is the most honest thing in
Hyraeatan. Forced to accept distance from
Society +5 their purviews the Foreseen and Temple of
Qualities magically attuned, prison’s shadow*, Coin’s mutual guardian stares directly down the
Coinway which divides the Docks and Pacts
no questions asked, stone minded*, traditional Districts. The Temple has also been accused of
training*, wealth disparity placing themselves close to the mineral riches
Danger +10; Disadvantages networked* of the Vesicle Moons and Vacuole Nodes but
Government rebel council neither they nor the Thunderchilden have
Marketplace expressed anything but pleasant relations over
Base Value 9,600 gp; Purchase Limit 40,000 gp; the proximity.
Spellcasting 6th*
Minor Items nearly any; Medium Items 3d4; Major “Law
Items 2d4 is like any other craft,
New Disadvantages if it’s flawed you melt it
Networked: The people of this district almost never do down and start again.”
business with those they don’t know. New business
requires an introduction. (Economy -2, Lore -2, —Peppin Cawler,
Society -2; reduce base value and purchase limit Hammer Council
by 20%; reduce spellcasting by 2 levels)
New Qualities
Prison’s Shadow: Despite a rebellious spirit, the
proximity of the major Prison helps keep order and
reduces frivolity. (Crime –2, Law +2; reduce base
value and purchase limit by 20%)
Stone Minded: Psychic energy from the fixed aspects
of Elemental Earth permeate the area causing
people to struggle to innovate or break old habits.
(Crime –2, Law +2; native inhabitants gain +2 to
Will saves versus Radia and Occlusion or similar
magical effects)
Traditional Training: Apprenticeship is the foremost
form of education in this district. Techniques and
new innovations are guarded jealously. (Lore -2,
Society -2; reduce spellcasting by 2 levels; reduce
base value and purchase limit by 20%; reduce non-
spellcasting random starting ages by 1d3 years)
The ringing of metal on metal, fist on flesh, and chisel
on stone is the unmistakable music of the Irons District.
This district is the industrial heart of Hyraeatan, stretching
from the mints and manors of Wroughtland to the grimy
arenas and oread ghettos of the distant Tailings. Under
the hanging watch of the Vesicle Moons distant elemental
thunder sounds from doorways to True Air. Several major
roads, ramrod straight, pierce the Irons District like nails,
ensuring a consistent flow of smiths, apprentices, and
merchants throughout the district and into the rest of the
city. A sprawling metropolis of soot-stained creators and
self-perfecters, the Irons District is where metal and flesh is
forged to not just usefulness, but to perfection.
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Jacob Cinciripini (Order #18219176)
A. Skymaw L. The Wyrm
B. Cairnfield M. Stonehome
C. Greengem’s N. Iron Henges
D. Council Hall O. Crystal Forge
E. Carmine Club P. Hammer House
F. Bloody Chisel Q. Hawkshade Mint
G. Soot Factory R. Mintmake (Portal)
H. Red Ruhk Roost S. Temple of Forever
I. Blackblades Prison T. The Forest of Rust
J. Annex of Avarice (Portal) U. The Quarry (Portal)
K. Nalsin’s House of the Fist
Jacob Cinciripini (Order #18219176)
District Summary Vesicle MooIrnosns&District
Vacuole Nodes
The Irons District is composed of three neighborhoods:
wealthy Wroughtland around the gates into the Nearring; Over the course of the foundation and
the Slag, where most of the city’s industry and metal- development of the Irons District, the
smithing occur; and the Tailings, a cast-off wilderness of Thunderchildren in partnership with the other
rusted iron and forgotten people. A secondary latticeway Parities (most notably the Temple of Coin)
system called the Five Nails ensures a steady stream of have used a combination of Earth and Air
commerce throughout the district. Although the common elementalism to bring three large vesicles of
perception of the Irons District is endless ranks of forges elemental matter into tangency to Hyraeatan,
and mines, the district contains numerous carefully- hanging like moons above it in a shimmering
tended farms and a number of rivers and lakes—although tapestry of reflected starscapes. Both the
widespread agriculture is impeded by the district’s moons and the massive Vacuoles they left
perpetually sooty skies and many of its waterways are behind are mined vigorously by the citizens of
tainted with industrial waste. the District. Tiny portals to True Air circulate the
atmosphere of the mines and vent fumes from
Wroughtland (Nearring) the entire District. Short range portals have
been constructed to move miners back and
The wealthiest and most stable neighborhood of the Irons forth from the City to the Vesicles and Vacuoles.
District, Wroughtland is named for the elaborate wrought People in the Farring or Midstreets of Irons, the
iron fences used by aristocrats and shopkeepers alike. Orchard, and Colleges can see the tangent
The buildings in Wroughtland are set apart from each vesicles spherical shapes much like the moons
other more than is common in the rest of the district, and of the Prime Worlds.
small, immaculately tended yards of greenery, shockingly
vibrant against the soot-stained skies, are a true status neighborhood is called the Tailings, and it is occupied by
symbol. Wroughtland also contains the district’s cast-off detritus both physical and social. The district’s
many banks and mints, although none so grand as the poor eke out a living in this neighborhood, scrounging
Hawkshade Mint. The former seat of government of the through scrap piles for valuables and defending their
Irons District is in Wroughtland, an ostentatious civic paltry homes against equally desperate rivals. The
building called Council Hall that sit at the head of three Tailings was also the site of an enormous but now-
of the district’s key roads. forgotten war in the distant past, and half-rusted war
machines and dormant explosives make traversing these
The Slag (Midstreets) ancient battlefields treacherous.
The largest of the Irons District’s neighborhoods, the Governance & L aw
Slag is also the busiest. The many refineries, mines, Enforcement
and smithies fill the Slag with the constant clatter
of industry. Several large swathes of apartments and Although the leadership of the Irons District shifted
middle-class homes rise above the workshops. Built tall dramatically from a plutocracy to a populist government
to maximize the habitation per block, these residences 20 years ago, law enforcement in the district has been
are surrounded by the haze of smog that blankets the unchanged for centuries. A long-established and well-
neighborhood. The Slag also contains several gateways to respected police force of brawlers, fighters, and monks
the Elemental Plane of Earth used as mines. The three in long brown tunics sewn with heavy bronze plates
most prominent are collectively called the Vacuole Nodes, patrol the streets and investigate crimes. The Bronze
which produce the metal, stone, and rarer components Guard, colloquially known as the Brownfists, deals with
used to fuel the Irons District’s industry. These numerous personal crimes and property crimes far more than vice
planar connections mean that strange creatures from the crimes. Miners drink to excess, smiths use stimulants
Elemental Plane of Earth, such as xorn and shaitans, are to increase their output, and brothels advertise openly,
not uncommon in the neighborhood. all without much fear of police involvement. However,
should these vices spill over into personal or property
The Tailings (Farring) crimes—such as when a drunk minor kills someone in
a bar fight—the Bronze Guard is quick to step in. The
Out where the firm reality of Hyraeatan starts to Wardens of Hyraeatan work alongside the Bronze Guard
unravel is where the residents of the Irons District dump to investigate crimes that cross District boundaries or to
their trash, mine tailings, and poor-quality ore. This find criminals that have fled into the Irons.
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Chapter 2" The Districts
The Bronze Guard has a surprisingly limited staff to elemental earth, pervasive culture of industry, and
because the district’s residents tend to be more disciplined strong adherence to tradition might be remnants of a
than those elsewhere in Hyraeatan. Many people in the successful invasion rather than a failed one.
Irons District grow up with an appreciation of order
and discipline, and see firsthand that hard work and Although mining and metalworking have been central
obedience to tradition provides a comfortable life. Most to the Irons District for ages, the district’s character
citizens in the Irons District observe a rough code of changed about 260 years ago. New techniques swept
honor, understanding that you don’t suffer insults, you through the traditional craftspeople, and conglomerations
enact measured justice when wronged, and you handle such as the Soot Factory rose high in the district’s skies,
your affairs yourself and call in the law only as a last belching smoke around the clock. Now a powerhouse of
resort. Citizens of the Irons District call this nebulous industry of all kinds, the Irons District has melded its old
code the “Iron Pride,” while derisive outsiders call it reputation as a hard-working land of soot-stained laborers
quasi-sanctioned vigilantism. Although the Bronze with a new reputation for technical sophistication.
Guard patrols all three neighborhoods of the Irons
District, they are less active in the Tailings, and the Iron Until a generation ago, the Irons District was governed
Pride is sometimes the only law people know. by a District Council consisting of the most wealthy and
influential bankers, minters, and merchant princes of the
Consistent with the Iron Pride, localities within the city. A series of riots in the Slag—which included protests
Irons District tend to take care of their own affairs. The that blockaded the Five Nails for weeks—expressed
three broad neighborhoods of Wroughtland, the Slag, and popular dissatisfaction with rule by estranged nobles. A
the Tailings are each divided into hundreds of smaller popular protest slogan, “Our Leaders Lift Hammers,”
localities called welds. A weld might be only a few densely embodied this feeling. Seeing the uprising gaining
populated blocks, or might be several square miles in insurmountable strength, the district council publicly
size. Each weld has its own representative to the district abdicated their authority. The new, populist Hammer
government, and most weld establish localized rules Council was quick to step in, leading the district from the
of conduct that, while not formally codified, are freely Slag and abandoning the old, ostentatious civic buildings
shared. Examples include rules on well access, curfews, in Wroughtland. The current leader of the Hammer
or noise ordinances. Most welds have enormous civic Council is the influential Peppin Cawler (Chrysalis
pride, working to keep their weld cleaner, safer, or more Covenant NG female human expert 14).
productive than nearby welds. Rivalry between welds is
generally good-natured, but can turn bloody when welds In truth, few of the city’s former politician-magnates
vie for limited resources. actually retired. Most simply shifted their focus to their
industry holdings, engaging in cutthroat supply and
History & Current Events manufacturing skirmishes no less contentious than their
previous political clashes. Still others remain behind the
The Irons District has always been one of the most solid, scenes in city administration, privately backing carefully-
permanent locations of the Shadow Plane. Its portals to selected working-class candidates they control like
the Elemental Plane of Earth are very stable, and many puppets.
of these connections (most notably, the Quarry) produce
the truestone that anchors Hyraeatan in place; under Locations of Interest
the Radia’s light, truestone maintains its own reality
as opposed to the whims of Shadow’s reflective nature. The following locations are either particularly well-
Fixtures such as the Iron Henges have been part of the known or particularly notorious among residents of the
landscape for eons, and even the Tailings—the Farring Irons District.
part of the district that would normally be mutable or
unstable—remains obdurately fixed in place. Annex of Avarice (The Slag): Although considered
one of the three principal Elemental Earth mines called
Shortly after the Irons District was founded, a powerful the Vacuole Nodes, the Annex of Avarice isn’t strictly a
coalition of dwarves, elementals, and golems attacked mine at all. The first explorers to enter the subterranean
from beyond the Tailings district. Although it’s clear gate millennia ago discovered an illuminated cavern
this invading force sought a permanent foothold in the containing an abandoned shaitan city. Although the
city, its overall motivation and leadership is now lost to magnificent city’s portable treasures have long been
history. The Tailings still contain wreckage from this hauled away—mostly serving as the basis for aristocratic
invasion, including massive rusting war machines and family fortunes of today’s Wroughtland—the ruined city
slumbering elemental titans. Popular history describes was built from magically-infused stone, metal resonating
heroic defenders of the city that repelled this attack, but with eldritch energies, and psychically-attuned gems.
some scholars wonder whether the invasion was, in part, For the past several generations, miners have been toiling
successful. They note that the district’s close connections in earnest, demolishing the abandoned structures and
shipping the magical material back to Hyraeatan for use
in other projects. Although the miners and engineers
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Jacob Cinciripini (Order #18219176)
Irons District
haven’t faced any dangers beyond planar scavengers, they Council Hall (Wroughtland): Overlooking the origin
also haven’t discovered why the city was abandoned so of three of the great “Nails,” Latticeways that begin at the
long ago—leading some to whisper that cannibalizing a feet of the Seraph of the Coin Veil, this once-fine stone
cursed city will one day have dire consequences. building has fallen into obvious disuse. The aristocrats
and merchant lords that once administered the district
Blackblades Prison (Slag): The most ominous from its ornately-carved halls keep away from it, so as to
building in the Slag is the terrifying, blade-adorned avoid the appearance of challenging the district’s popular
prison maintained by the Blackblades. Set near one of the Hammer Council. Unwilling to spend anything further
Five Nails to facilitate speedy transfer of prisoners, the on their defunct authority, these nobles removed the hall’s
other buildings of Wroughtland are set far back from the furniture, artwork, and gilded ornamentation long ago.
grim structure, as though giving an unpleasant neighbor They even suspended payments to guard or maintain the
a wide berth. To the citizens of the Irons District, the building; as a result, the Council Hall seems abandoned
most terrifying aspect of the Prison isn’t that many for a hundred years rather than twenty.
condemned prisoners never leave—it’s that many of the
condemned who are released become fanatical devotees of Crystal Forge (The Slag): The volcano called Miridia’s
the Blackblades’ creed of unmaking. Shield in the Orchard District casts its shadow into the
Slag, but diligent engineers have made the most out of
Bloody Chisel (The Tailings): Although several arenas having a volcano next door. Several competing smiths all
are scattered throughout the Tailings neighborhood, channel heat from the volcano’s magma into their forges,
where blood sports are a popular escape from the allowing them to work adamantine and other super-dense
drudgery of daily life, few are as popular as the Bloody metals. The largest of these forges, the Crystal Forge,
Chisel. Operated by a rowdy gang of oread smugglers and is operated by two dwarven siblings called the Dvardelf
explorers called the Grumblerocks who cashed in on some Sisters. Rather than channel the volcano’s great heat,
valuable loot to “get respectable,” the area hosts gladiator these sisters use carefully-measured channels of magma
fights every five days. These bouts allow aspiring itself to superheat metal and crystal and forge them into
champions to earn a small measure of fame and a tiny unique and delicate shapes.
slice of the evening’s betting proceeds.
Five Nails (all neighborhoods): The five major
Cairnfield (The Slag): The largest graveyard in the highways that provide convenient travel around the Irons
Irons District, the Cairnfield is operated by a family District are collectively called the Five Nails. Three of
of grim oread alchemists serving those who avoid these highways radiate outward from between the feet
the Icetomb for various reasons. Their most common of the Seraph of the Coin Veil, passing through the busy
mortuary service employs alchemy to evaporate fluids Slag and ending in the Tailings, where they are many
from the deceased, resulting in a desiccated, mummy-like miles apart from each other. Intersecting with these
husk they bury beneath commemorative stones. After three highways are two other straight highways that
centuries of operation, the Cairnfield has thousands cross the length of the Slag from the Orchard District to
of carefully-placed rock piles set in solemn rows. the Colleges District. The cross-Slag highway closest to
Although some of these stones are valuable quartz or Wroughtland is more heavily guarded, as gemcutters and
even gemstones, theft from the Cairnfield is virtually minters use this road most often. The cross-Slag highway
nonexistent, due to vigilant alchemical golems and rumors closest to the Tailings is one of the busiest streets in all of
that the desiccated dead do not rest easy in their stony Hyraeatan, as a constant stream of traders, laborers, and
graves. couriers use it to get around the city at all hours. The Five
Nails are each at least 100 feet wide, although sometimes
Carmine Club (Wroughtland): This opulent haven much wider. Traffic flows in both directions at different
of vice is an upscale gambling hall, tavern, and brothel. speeds, from runners on foot to lumbering animal-drawn
Although the actual patron list of the Carmine Club is carts. Travel on the Five Nails is ostensibly free to all
unknown to all but the club’s proprietors (the main doors creatures, although street-side services (such as inns and
are rarely used, as most patrons prefer the mystique of restaurants) are particularly expensive in Wroughtland,
the network of secret entrances in nearby buildings and keeping all but the wealthy and their agents off of the
alleys), most significant personages in the Irons District Five Nails there. Blocking traffic on one of the Five Nails
are at least passingly familiar with the establishment. is deemed a criminal impediment to trade, although street
Certain dissolute aristocrats spend weeks or even months festivals and protesters occasionally risk punishment for
in the Carmine Club, often emerging in a euphoric the visibility.
daze with no memory of their latest visit. Many of these
“special guests” display heightened mental acuity or The Forest of Rust (The Slag): An effort to “bring
strange powers, and all wish return to the Carmine Club beauty” to the Slag and Tailings neighborhoods led by
as soon as practical. In truth, the Carmine Club is the the deceased oread Melna Rioche, this art installation
lucrative front for a kyton cult called the Children of has long since fallen to disrepair and disuse. Once a park
Perfection. of patina-stained leaves on iron trees, the passage of time
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Jacob Cinciripini (Order #18219176)
Blackblades Prison
An imposing edifice of soot-blackened stone, the All workers at the prison are members of the
Blackblades’ prison is a massive building adorned Blackblades or belong to Parities closely affiliated
with metal blades and spires dozens of feet in with the Blackblades (such as a few members of the
length. From a distance, the building resembles Hands of Onus that work in the Prison’s poorly-
the head of some fearsome many-bladed weapon; stocked infirmary). Prisoners come from a broad
from up close, the prison towers loom ominously cross-section of Parities, although prisoners that
overhead. The prison has no formal name, but as have skills or connections the Blackblades might
the prison was built by the Blackblades millennia find useful often find themselves relegated to the
ago and operated by them continuously ever since, Sequesters to switch their loyalty.
it’s called either “Blackblades Prison” or simply “the
Prison” by citizens of Hyraeatan. Bladespires
The Prison is in the Slag area of the Irons The blackened, blade-adorned towers that
District, surrounded by busy foundries and constitute the highest levels of the Blackblades
factories, although the area around the prison itself Prison are occupied by the prison’s guards. In
is grim, dirty, and usually devoid of passersby. addition to the several watchposts that allow a
The Blackblades don’t operate the Prison with commanding view of the rest of the prison, these
any pretensions of rehabilitation or eventual towers contain barracks and training rooms.
reintegration—it is a place for punishment and Although each of the spires has a heavily-guarded
forgetting, where criminals serve their time and are access door to the prison below, the guards typically
released as empty, hollow-eyed shells of the people use ancient teleportation chambers that connect to
they had been when initially incarcerated. Worse the other towers to move around between them.
than those who leave their sentence in Blackblades This is particularly the case when the guards need
Prison as broken husks—and worse than the to respond to quell an emergency, such as a fire
grim but certain fate of those who never leave the or riot, although they aren’t an efficient way to
Prison at all—are those who come out with vitality move large groups—each chamber is only large
and fervor. These fanatics are always loyal to the enough to teleport a single person at a time. As
Blackblades’ creed of destruction and despair, and the teleportation chambers are as ancient as the
many will rise high in the Blackblades’ ranks. prison itself, many chambers work only erratically,
requiring a minute or more to recharge between
As befits a prison capable of holding uses, or have failed entirely.
exceptionally dangerous criminals, Blackblades
Prison is exceptionally well-guarded and contains The largest tower contains the administration
many subtle magical defenses. The bladed minarets rooms of the Prison, including the office of Head
of the prison are watchtowers from which guards Cellward Elemin Shork. These chambers connect
keep a close eye on the surrounding area. Equipped to the visitation hall in the Clusters, although the
with massive crossbows and a variety of specialized teleportation chambers here are the most reliable.
ammunition (including cold iron bolts, silver bolts,
and screaming bolts), these guards are often spoiling The High Yard
for a fight, but are not so eager that they neglect to
raise an alarm when they spot trouble. The rooftop of the Prison’s central levels is a wide,
flat yard surrounded by high walls and the looming
Specialized guards called Cellwards patrol the towers that pierce the smoggy sky. This open area
dim halls of the prison, checking cells, taking is the only place where prisoners can see the sky,
prisoner counts, and shuttling prisoners to and from and their time in the High Yard is always carefully
locations such as the High Yard and cafeterias. monitored by cellwards patrolling the yard and
These guards carry short clubs, but all are skilled guards keeping watch from the surrounding towers.
at hand-to-hand combat. Many Cellward are Although the yard is sparse, containing only dirt, a
also accomplished spellcasters, although they few tufts of tough grass, a jogging track, and some
must be capable of casting spells without material rusted exercise equipment, time in the High Yard
components, as spellcasting components are is something most prisoners anticipate and value.
prohibited in the Prison, even in the hands of the
guards.
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Jacob Cinciripini (Order #18219176)
Removing High Yard privileges is often an effective Sequesters
deterrent to bad behavior.
The isolation cells beneath the Prison are formally
Although the High Yard is open to the sky, it’s called the Sequestration Cells, although prisoners
a poor place for an escape attempt. Prisoners who and guards alike call them the Sequesters. These
can fly aren’t normally allowed in the High Yard at grim dungeons contain endless rows of cramped
all, although those that are receive stern warnings stone cells, lacking beds or even sanitation facilities
about not ascending more than a few feet above the other than a tiny, filthy grate in the floor. The iron
ground. Violators are attacked and quickly subdued. doors to the cells are kept magically locked. Small
Rescue from above is equally unlikely; an invisible holes at the top of each cell are used to deliver food
magical field stretching between the surrounding or occasional deluges of water to clean the cells
towers illuminates any creatures—including or, if necessary, to torture or drown the prisoners
invisible creatures—that pass through it, and the within. These holes have another, darker purpose
field automatically dispels magic used to fly. Two that few outside of the Blackblades know: specially
months ago, a family of tiefling sorcerers attempted trained psychics whisper to the prisoners within
to liberate their imprisoned patriarch with a daring the cells, breaking down their personalities and
aerial rescue in an invisible airship, but all are now instilling them with the twisted Blackblades creed
serving as inmates and nursing shattered bones of destruction. These mindbreakers scuttle through
from the crippling fall they sustained. the subterranean chambers, using a combination of
psychic magic, canisters of heavier-than-air poisons,
The Clusters and psychotropic drugs. When the mindbreakers
determine that a prisoner has passed the “Rite of
The central and largest area of the Blackblades Migration,” the prisoner is released, ready to reenter
Prison is subdivided into eight areas called “clusters” society as a loyal adherent of the Blackblades.
where the bulk of the prisoners live, eat, and work.
Each cluster has a letter designation, increasing Personae of the
in security from Cluster A (the least secure, with Location
the ability to receive visitors and more frequent
access to the High Yard) to Cluster H (where the The following personae are well known in
prisoners are always manacled and hobbled, with the Blackblades Prison and can frequently be
chains connected to iron loops in the walls, with a encountered there.
cluster-wide antimagic effect). Some of the clusters
are specially designed for certain types of prisoners; High Cellward Elemin Shork (LE
the walls, floors, and ceilings of Cluster F are Blackblades genderless fetchling aristocrat
impermeable to incorporeal or extraplanar travel, 6/monk 10): The chief administrator of the
and Cluster G contains a permanent mind fog effect Blackblades Prison is a Fade named Elemin Shork.
to make prisoners there perpetually pliable. Ageless and androgynous, Shork has inhabited the
Prison for many centuries. Other Fades whisper
Each cluster contains several cells, each designed that Shork was once a noble among their kind,
to hold either 2 or 4 prisoners on thinly padded but due to some undisclosed transgression was
bunks, a central cafeteria, a storeroom with food stripped of title, name, and even gender. Left to
and cleaning supplies, and a workroom. Some rot within the Prison, Shork took quickly and
clusters include additional rooms, such as libraries, eagerly to the whispers of the mindbreakers in the
although all the books in the Prison are carefully Sequesters, earning an early release due to the Rite
curated to only include works that support the of Migration. Unwilling to leave the solid walls
Blackblades’ nihilistic philosophy. All the clusters of the Prison despite unqualified freedom, Shork
are made of thick, windowless stone and iron; took a position as a cellward, eventually rising high
although inmates and cellwards ultimately learn in the prison’s administration. When the former
their own cluster intimately, outsiders have a High Warden was removed for corruption 40
hard time telling the clusters apart. Connections years ago, Shork took over the job. Shork’s flawless
between the clusters are heavily guarded, as are skin, high cheekbones, and pronounced eyebrows
connections between the clusters and the visitation are undeniably attractive, but Shork radiates a
hall, the infirmary (called “Cluster Z” by the terrifying demeanor that instills almost as much
inmates), and the other areas of the Prison. fear in the guards and cellwards as the prisoners.
Cravill Orves (NE Blackblades female 117
human mesmerist [mindbreaker] 13): The leader
of the cabal of mindbreakers that operate in the
Sequesters, Orves has personally brought hundreds
Jacob Cinciripini (Order #18219176)
of prisoners through the Rite of Migration. 26, Knowledge (arcana) DC 26, Knowledge
High Warden Shork considers Orves to be an (nature) DC 26, Perform (oratory) DC 26,
indispensable ally, although the hunched and pallid Use Magic Device DC 26, Additionally all
woman considers her first loyalty to the Blackblades participants must have the Perception
as a whole, rather than to the operation of the occult skill unlock or be benefiting from aura
Prison. sight or similar magic or powers.
Duration instantaneous
Jahvil (N Blackbaldes male human bloodrager Saving Throw Will negates (harmless); Spell
12): A hulking man with enormous, scarred fists, Resistance yes
Jahvil is one of the most well-known cellwards Backlash The primary caster is exhausted and
of the Prison. Unlike most cellwards, Jahvil isn’t becomes afflicted with a lesser madnessHA,
assigned to a single cluster; he instead works become immune to [emotion] effects other
through the clusters in a rotation, ensuring than the afflicted madness, and suffers 1d4
discipline among the most troublesome prisoners Wisdom damage; the primary caster may
and training the other cellwards to be as grim and have the madness cured via normal means
remorseless as he is. (see Pathfinder Roleplaying Game Horror
Adventures for rules) or by participating as a
The Rite of Migration secondary caster in this ritual at a later time.
If a caster participates in this ritual five times
The Blackblades are one of the few Parities to (once as primary caster, and four times as
recruit from those they consider active enemies (of a secondary caster fulfilling each of the
the Parity and the City of 7 Seraphs). A majority roles outlines below) they no longer suffer
of these recruits are from the ranks of the criminal madness from casting this ritual.
underbelly of the City but members have been Failure The primary caster immediately is
inducted from Zeian infiltrators or Runeweb afflicted with a greater madnessHA and must
mindslaves. The Parity assures these recruits loyalty make a successful Will save against the
through the Rite of Migration, a psychic even that DC of the ritual or attempt to slay all other
allows the would-be supplicant to experience the creatures that were involved (assuming the
Last Moment. madnesses acquired allows them to act)
while suffering the effects of the madness.
Scholars argue as to whether this experience So great is the feeling of hatred for those
is a complicated phantasm that is derived from a participating that the primary caster
hypothetical scenario of whether it is a memory increases any attack or damage bonuses to
from some other time. harm them by a +2 circumstance modifier.
The primary caster will hold the secondary
New Occult Ritual casters and subject in enmity even after
cured of the madness unless a separate
Rite of Migration instance of miracle or psychic surgeryOA is
used to remove the feelings of antipathy
School Enchantment; Level 6th and hatred.
Casting Time 6 hours
Components V, S, M (ashes from no less than Effect
This ritual may only be cast on a willing mortal
six possessions or creatures dear to the target (they may not be tier 3 or greater
target with the sign of each of the Eternal mythic character nor may they be an outsider,
Paths marked on the flesh of the initiate. native outsiders are valid targets) currently
The body is marked as followed: Incarnate serving out a sentence within the Blackblades
(right leg), Mind (left arm), Pyre (right arm), Prison and no sooner than seven days after
Time (left leg), Entropy (above the heart), their incarceration. Leylines from the planar
and Union (on the back but disrupted with geometries of the Vesicle Moons may be
no lines actually completing the design). tapped by the primary caster and up to two
The ritual is known to fail if at least one of secondary casters (one for each moon).
these objects is not worth more than 1,000 Several special cells within the Bladespires are
gp. Generally this ritual is completed by dedicated to the mostly like ley conjunctions
psychics and mesmerists who spend much as that they may shift with the motions of the
of the time under the effects of ingested Vesicle Moons. The primary caster (most often
hallucinogens with a cost of 150 gp per a psychic or mesmerist places their hands on
participant, tears from a victim of an act the temples (or closest physical analog) of the
they were innocent of wrongdoing in), SC
(at least 4, rarely more)
Skill Checks Craft (painting) DC 26, Heal DC
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Jacob Cinciripini (Order #18219176)
creature and initiates a mental resonance with The ritual concludes with the primary caster
the creature. This ritual may only be cast on a rinsing away each of the marks of the limbs of
creature vulnerable to mind-affecting effects. the subject causing the sign of entropy to burn
Undead wishing to benefit from the ritual must like coals. The shattered sign of Union bursts
use separate magic to become vulnerable outward in a ring of wings made from shadow
to this effect or a mesmerist (or similar caster) ashen shards. If the ritual is successful, the
capable of using such effects on them must be subjects alignment and allegiance is altered as
the primary caster. intended: they may become members of the
Parity in good standing and the crimes they
By means of this ritual, the caster may alter committed against the City and its inhabitants
the aura, psychic configuration, and alignment are forgiven. Many still choose to wear full
of the subject (Alignments shift one step toward helmets or masks to avoid revenge from victims
Chaos). Despite possible alignment changes, from their prior crimes.
the spell also imbues a deep respect for the
chain of command of the Blackblades. 119
The ritual begins with the primary caster
painting the ash marks for each of the
appropriate extremities rendered in a paste
of ash and water than includes the tears of
an innocent victim. These marks consecrate
the subjects flesh and essence to a
discordant resonance which prevents the
character from becoming an Eternal
(they may still take the Hollow OneMPoLS
or GodhunterMPoLS paths however).
Throughout the entirety of the rite,
the names of the Sources are chanted
in the elemental tongues to an
elaborate meter and pacing. Some
say the oratory role is the most difficult
in the secondary casters causing
many participants to lose their voices
entirely. Scrolls written by casters of the
Sources of Mind, Time, Incarnate, Pyre,
and Entropy must be read in succession
with the power of each being absorbed
into the mark of the appropriate Source.
The mark are redrawn with the ashes of the
scrolls to seal the discordant powers.
At the subjects extremities are placed
an amount of Elemental matter (no less
than 7 pounds). Each element corresponds
to marked limb: Earth for Incarnate, Water
for Time, Air for Mind, and Fire for Pyre.
These elements are then systematically
destroyed, fouled, or otherwise taken
from their pure state to a state
magically unrecognizable from their
original.
Smoke rises from the reagents
and marks carrying the ashes to
the lungs, heart, and soul of the
subject who is suffocated until
the point of death. All casters
observing the ritual monitor the
lifeforce, aura, and body of the
subject to make certain that
the ritual does not kill them.
Jacob Cinciripini (Order #18219176)
Chapter 2" The Districts
and Radia weather has resulted in the remnants becoming outcast member of a powerful primordial race from the
a garish landscape of rusted, jagged trees rendering Elemental Plane of Earth. Greengem spends his free time
the display a haunting parody of the Orchard’s bounty. committing his encyclopedic knowledge of the various
Some of the tallest trees serve as lightning-rods to the places he’s visited in his long life to parchment, hoping
emissions of the Air Portals above and local alchemists to unlock some secrets about his past, his name, and his
and tinkerers have rigged collection apparatus to attempt crime—all of which were wiped from his mind upon his
to harness these sporadic strikes. exile.
Greengem’s (Wroughtland): This cartography shop Hammer House (The Slag): When the Hammer
occupies a sprawling mansion with a well-tended rock Council overthrew the old district council 20 years
garden in its front yard. Although most publicly displayed ago, it sought out a new seat of government physically
maps present different areas of the Irons District, back distant from the grand manors and ostentatious halls
rooms contain maps of the Elemental Plane of Earth, of Wroughtland. Unable to find a suitable building,
lost demiplanes, and Material Plane worlds in staggering the Hammer Council simply continued to meet in the
numbers. This shop is the domain of Greengem, a warehouse from which its members had planned their
squat, fussy insectoid humanoid made of stone, metal, revolution. This warehouse, called Hammer House, has
and greenish crystal. Although Greengem (LN male been renovated and strengthened over the years into a
xiomorn exile†) doesn’t openly speak of his past, he is an functional, cavernous seat of power of the Irons District.
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Security of the Hammer House is startlingly amateurish, that a successful heist will cause the stone rocs to animate
consisting principally of well-meaning citizens who keep and stalk the thieves.
“suspicious-looking folks” at bay with hammers, picks,
and stern glares. Iron Henges (The Tailings): These titanic slabs of
iron are pitted with age and seem to predate Hyraeatan’s
Hawkshade Mint (Wroughtland): Named for the founding as a city. Consisting of upright dolmens capped
enormous, looming stone birds that perch upon its with lintel stones, each block is hundreds of feet long and
roof and gaze at visitors below, the Hawkshade Mint weighs millions of tons. Emanating a powerful, ancient
is the largest and most productive of several mints in magic, the Iron Henges are immune to rust and decay
the Wroughtland neighborhood, due primarily to key at a rate substantially slower than ordinary iron; their
contracts with the Irons District’s largest merchant current pitting places their age in geological eons rather
houses. Representatives of the Hawkshade Mint oversee than mere millennia. The area around the Iron Henges is
all aspects of their minting process, from employing littered with steel temples and stone cathedrals, once built
soldiers in the Mintmake mine to operating heavily- to revere the permanence of the Iron Henges but each
guarded caravans along the Five Nails, and finally fallen to the dust of history on their own.
including the well-defended mint operation within the
Hawkshade Mint building itself. No thieves have ever The Quarry (The Slag): The largest of the three
been able to rob the Hawkshade Mint, and rumors hold principal Elemental Earth mines called the Vacuole
Nodes, the Quarry primarily produces stone and clay.
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Chapter 2" The Districts
Although consisting of several different kinds of rock in of the portals being reversed and the chances of facing an
close proximity—from granite to marble to sandstone— elemental incursion far above the City. Radia storms here
stone pulled from the Quarry is particularly durable are particularly brutal (treat as Farring at +1 intensity).
and makes excellent building material. Over half of the
truestone used to anchor Hyraeatan comes from special Soot Factory (The Slag): Originally a sprawling
locations in the Quarry. Stepping through the busy portal region known as Smithy Square, the Soot Factory is the
to the Quarry presents an awe-inspiring view: the Quarry single largest aggregation of metalworkers in Hyraeatan
is an open pit nearly as large as the Slag neighborhood and the largest building in the Slag neighborhood.
itself, with tens of thousands of workers constantly toiling Generations ago, the various business owners of Smithy
to cut, remove, and haul fresh stone. Square—from lone blacksmiths to large, specialized
operations—realized that they were competing against
Mintmake (The Slag): One of the three significant each other for business and driving down prices
Elemental Earth mines called the Vacuole Nodes, collectively. The operators of Smithy Square agreed to
Mintmake is an apparently boundless source of iron, combine their metalworking operations into a single,
silver, and other metals. Although nearly as large as the powerful corporation. With their combined talent and
Quarry, Mintmake’s true size is hidden, as it consists funds, they erected a dome of stone and steel over Smithy
of thousands of miles of winding tunnels following Square, leaving space for several enormous smokestacks to
veins of metal deep into the Elemental Plane of Earth. vent into the smoggy air above their corporate operation.
This sprawling, claustrophobic layout is riddled with With sufficient staffing to work around the clock, its
checkpoints and guard posts to prevent thefts and protect smokestacks never cease venting soot into the Skymaw.
miners, although ravenous xorns and irritable elementals
remain a constant nuisance. A recent fire in the records Stonehome (The Tailings): An example of the Iron
office next to the portal in the Slags destroyed all District’s many oread ghettos, the sprawling Stonehome
extant maps of the Mintmake, so its extent is now truly tenement packs several thousand oread laborers and their
unknown. families in unnervingly identical, claustrophobic slums.
The slum’s corridors sometimes become distended or
Nalsin’s House of the Fist (The Tailings): One of loop back on themselves as the unsettling and whimsical
the most famed fighting schools of the Tailings, this nature of the Shadow Plane attempts to assert itself on
once-noble institution has become a concerning source the area. Although Stonehome is generally seen as a
of thuggery. Training street toughs in brutal combat haven of violent crime, gem smuggling, and pervasive
techniques and press-ganging a lot of oread youths into use of a chalky drug called “gray queen,” many oread
terms of service to serve as muscle for more successful and families have lived in the tenement for generations and
unscrupulous leaders in the Farring neighborhood. While have a fierce devotion to Stonehome life that borders on
originally an honor to the families chosen to supply fanaticism. Even the oread residents who make enough
children for training, many families are now contacting coin to move out of Stonehome and live elsewhere wax
less prestigious schools searching for someone who can nostalgic about their hard youth that made them wary
challenge the rising strength of the school. and tough—some even abandon their children with
relatives that never made it out of Stonehome in order to
Red Rhuk Roost (The Tailings): The Roost is one “forge” the children in the same hardships the parents
of the least formal dojos in the District, relying on a endured.
tiered system of combats to evaluate “students” while
restricting virtually no form of fighting or tactic, only Temple of Forever (The Tailings): The only active
forbidding magic or supernatural augmentation during temple in the shadow of the Iron Henges houses a small,
a ranking match. Mostly, it is known for its application devout group called the Cult of Forever. Although the
to the Academies’ school challenges in Colleges. This Temple of Forever is several centuries old—far younger
application became the basis of the Hands of Onus than many of the nearby ruined temples and merely a
winning a Parity Council tribunal to change the Academy blink in the history of the Iron Henges themselves—
Tournament policy. However, its team has only won a the Cult of Forever claims to have secret knowledge of
handful of bouts. mysterious chambers within the Iron Henges. The cult’s
leader, High Anchor Avestian Crunel (Bookbinder
Skymaw (The Slag): Nearly invisible from the ground, N male human oracle 11), claims to have been inside the
the Skymaw is one of the last remaining evidences of Iron Henges many times but has barely begun cataloging
the Air Elemental cabal known as the Sons of Thunder. its vast, silent vaults. If the cult’s claims are true, these
The circular network of walkways and floating citadels chambers could hold secrets older than many gods.
creates a series of one-way portals to True Air. The
Thunderchildren maintain a skeleton crew of staff here The Wyrm (The Tailings): A doorway angled into
as that the magic is largely self-perpetuating. Most the ground somewhere in the city—never in the same
of the Parity considers assignment to the Skymaw a place for more than a few hours - descends into a complex
punishment but some take the assignment as a chance for network of caves. Tunnels wind for hours, worn smooth
reflection. The smallest portion consider the possibility by the passage of some great beast. At the end of these
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passages lie hand-carved stairs, wooden doors… and an Kym Otarya (Temple of Coin LE tief ling bard
exit to some new world. Those with a way to return to the 7): Otarya runs the Alloy Restoration project, a pro-
planes are free to explore - those without are advised to unification effort that is little more than a veiled attempt
remain within the Wyrm, for the way will close behind to cripple the powers and authority of the Hammer
them. They say that if one let’s the spirit of the Wyrm Council while empowering those individuals who sit
guide them, it will take them where they need to go. But on the now mostly powerless District Council. The
those who travel its for long enough say that there is a tiefling always acts through intermediaries and is only
price - they have heard deep and fearsome bellowing from seen outside her Wroughtland estate when traveling to
within the caverns, and not everyone who enters these the Seraph’s Ring and Pacts District for meetings. She
caves leaves them. hopes to sculpt the future of Irons. Most often she hosts
exclusive parties and tries to win allies for the reclamation
Personae of the Irons effort.
The following personae are among the most popular or Mym Lersim (Blackblades NE male oread fighter
influential in the Irons District. (reborn) 10): Mym, a reincarnate warrior who’s first
memory is of a childhood in the smog of the Tailings,
Eldiar Owl-skin (Hands of Onus LN male elf has once more found themselves in the slums of their first
shaman 8): Eldiar is a well-known street prophet in the birth. The warrior strove to teach the young children
Tailings neighborhood. Known as the “Prophet of Steel,” of the district but has recently fallen into despair and
Eldiar ceaselessly expounds on how his former life of taken up with the Blackblades preaching the promise of
verdant and bucolic pleasure in the Orchard District was Ending. Rumors persist that Mym may have once loved
a sham. Nature’s inherent chaos is dangerously seductive, another reborn warrior and that the failure of that soul to
he preaches, and only hard work, tradition, and diligence surface in this lifetime broke him.
brings predictability and happiness. Elidar wanders the
slums as he preaches, helping the downtrodden heal their Oshen Loblis (Thunderchildren LN oread monk
injuries, find jobs, and avoid crime. 12): Oshen runs the Teacup Terrace, a small tea-house
in Tailings that serves as a cover for a secret martial
Grussy (Thunderchildren LN male half-orc arts school where he hopes to cultivate a generation of
brawler 18): Grussy is one of the best-known martial fighters to reclaim the neighborhoods from the growing
arts masters in the Irons District. Much more a teacher influence of the House of the Fist. The monk contracted
than a fighter, Grussy juggles several students at many a strange wasting illness in the tunnels of the Mintmake
different Thunderchildren dojos throughout the district. and now relies on his ki to stave off the inevitable failing
Trainees Grussy selects must make certain 2-year vows, of his body. His mastery of ki makes him among the most
including to practice Grussy’s teachings diligently while learned trainers on the subject in the area and even the
he makes his training circuit to meet with his other Fists have been known to consult him.
students. Grussy seems to have a supernatural sense of
when a student has broken a vow or failed to try her best, Peppin Cawler (Chrysalis Covenant NG middle-
at which point he summarily rejects the failed student and aged female human expert 14): Peppin is a brawny, good-
replaces her with another. Grussy is close friends with natured blacksmith who rose a tide of populist revolution
Peppin Cawler, and rumors insist he secretly does her to become the leader of the Hammer Council which now
dirty work as he travels the Irons District. rules the Irons District. The representative of the Seven
Corners weld, Cawler coordinated riots 20 years ago to
Herren Hascombe (Thunderchildren LN female protest the district’s disaffected plutocrats. Cawler’s easy
human expert 14): Herren Hascombe is the capable smile, persuasive speaking voice, and obvious strength
chief foreman of the Soot Factory, responsible only to catapulted her to the spotlight as the embodiment of
the conglomerate’s shadowy owners. She believes in the “Our Leaders Lift Hammers” slogan. Now well into
rewarding talent and has a reputation for being blunt middle age, Cawler retains her impressive physique and
but fair. Prioritizing specialized work in more exacting has surrounded herself with talented confidantes and
wares and custom orders, Hascombe has gradually friends on the Hammer Council. Wealthy members of
raised the pay at the Soot Factory to attract established the now-defunct District Council still plot against her,
crafters and talented apprentices. The Soot Factory still hoping to restore their rule from Wroughtland.
produces common goods such as shovels and horseshoes,
but their prices are so high that residents of the Irons Zakaz Mind-Builder (House of Heights LE
District usually take their business to independent male kyton interlocutor mesmerist 8): The Mind-
blacksmiths elsewhere in the district. Under Hascombe’s Builder leads the Children of Perfection, the kyton
oversight, the Soot Factory has expanded its production of cult that secretly operates the decadent Carmine Club.
metalwork unavailable elsewhere, from delicate clockwork Whereas most kytons (and mortal kyton cultists)
components and massive hulls for exotic vehicles. carve away flesh to replace it with organic or metallic
improvements, the Children of Perfection specialize
in mental enhancements, carving away memories and
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“The Soot Factory is just the
beginning. From the dojos of
the Tailings to the indulgences
of the Wroughtlands, all of
Irons is a refinery of being.”
—Osri Vahl, Self-Experimentalist
skills to replace them with superior versions. The
Carmine Club’s aristocratic “special guests” are
recipients—sometimes unknowing recipients—of
the cult’s experimental mental improvements. Zakaz
orchestrates these experiments but rarely meets with
patrons personally, leaving that task to the club’s four
smooth proprietors who comprise the inner circle of the
Children of Perfection.
New Game Mechanics
The following section details new mechanics for
characters and creatures from the Irons District.
Alchemist Archetype:
Self-Experimentalist
Although most alchemists enhance their own bodies
with their alchemical skills, self-experimentalists focus
on alchemical self-improvement to the exclusion of
other scientific pursuits. They gain fantastic abilities
to transform their bodies and purge their afflictions,
but tend to be selfish egoists, obsessed with their own
personal development.
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Steel Fists (Su): As a swift action, a self- Rogue Talents
experimentalist can anoint his fists with a special unguent
and transform them into metal for 1 round. At 1st level, Many rogues don’t mind leaving sprung locks and broken
while his fists are anointed, the self-experimentalist treasure chests in their wakes. Other rogues, however,
can make unarmed strikes that deal 1d6 points of hone supernatural skills at repairing and bolstering
bludgeoning damage plus his Strength modifier. These their environment rather than destroying it. Rogues in
unarmed strikes do not provoke attacks of opportunity, the Irons District find the following new rogue talents
but attacking with both uses the two-weapon fighting helpful, whether to support the district’s never-ending
rules as normal. In addition, these unarmed strikes ignore creation and industry or to conceal damage from their
the hardness of items with a hardness of 10 or less. The illegal activities. Any character who can take rogue
self-experimentalist can use this ability a number of times talents (including rogues, shadowdancers, slayersACG, and
per day equal to his alchemist level plus his Intelligence unchained roguesPU) and who meets the prerequisites can
modifier. The damage of self-experimentalist’s steel take any of these talents.
fists gains 1d6 of bonus damage at every odd-numbered
alchemist level. Mending Touch (Sp): A rogue with this talent gains the
ability to cast mending as a spell-like ability a number
To anoint his fists, the alchemist must have a free of times per day equal to 1/2 her rogue level + her
hand and use a small vial containing an ounce of oil— Intelligence modifier. The caster level for this ability is
the alchemist can create this oil from small amounts of equal to the rogue's level. The save DC for this spell is 10
chemicals from an alchemy lab, and these supplies can + the rogue's Intelligence modifier. The rogue must have
be readily refilled in the same manner as a spellcaster's an Intelligence of at least 10 to select this talent.
component pouch. Most self-experimentalists create a
number of oil vials at the start of the day equal to the Reconstructive Magic (Su): A rogue with this talent gains
total number of steel fist uses they have in that day— the ability to cast make whole two times per day as a spell-
once created, an oil vial remains usable by the self- like ability. After using this ability, the object or creature
experimentalist indefinitely. targeted by this ability increases its hardness by 1 for
every 4 levels the rogue possesses for the next 24 hours.
This ability replaces bombs. A self-experimentalist This ability doesn’t stack with itself, and doesn’t improve
cannot select discoveries that modify bombs. the hardness of an object or creature with a hardness of
0. The caster level for this ability is equal to the rogue’s
Inherent Resistance: At 2nd level, a self- level. A rogue must have an Intelligence score of at least
experimentalist receives a +1 resistance bonus on saving 12 and the mending touch rogue talent before choosing
throws. This bonus increases by 1 for every 4 alchemist this talent.
levels the self-experimentalist possesses.
Repair the Broken (Su): A rogue with this talent can
This ability replaces poison use. expend one use of her mending touch rogue talent and
Personal Ministration: At 6th level, once per day, touch an object or creature as a standard action, healing
a self-experimentalist may heal himself as a swift it of 1d4 points of damage + 1 for every 2 rogue levels she
action, healing 1d6 hit points for every two alchemist possesses. The rogue can use this ability only on a broken
levels he possesses. When he uses this ability, the self- object or a creature with fewer than half its maximum hit
experimentalist can also remove one of the following points. The rogue must have the mending touch rogue
conditions from himself: blinded, confused, dazzled, talent before choosing this talent.
deafened, frightened, nauseated, shaken, sickened, or
staggered. Advanced Rogue Talent: The following new advanced
This ability replaces swift poisoning. rogue talent can be selected by a character who meets the
Discoveries: The following discoveries complement prerequisites.
the self-experimentalist archetype: elixir of life, feral
mutagen, grand mutagen, greater mutagen, infuse Animate Servant (Su): Once per day, a rogue with this
mutagen, preserve organsUM, and spontaneous healingUM. talent can give life to inanimate objects as a standard
action. This ability functions as animate objects with a
caster level equal to the rogue’s level. A rogue must have
an Intelligence score of at least 16 and the reconstructive
magic rogue talent before choosing this talent. A rogue
may gain this advanced talent multiple times, gaining an
additional daily use each time it is selected.
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Jacob Cinciripini (Order #18219176)
TChheaptSerer2"aThpehDoistrficttshe Plumes Orchard District
Many people claim that neither the Bookbinders CN large city
nor Descendants of Dream mind the location Ashborn and Chrysalis Covenant
of the Seraph of the Plumes. Its vigil over the Corruption +2, Crime –2, Economy +2, Law +1, Lore
Orchard means the Tower of Dream has access
to beautiful scenery nearby and the Tower +1, Society +5
of Pages has a ready source of wood-pulp Qualities bountiful, fey trade, insular, magically
for paper. The truth of the matter is probably
even more simple, that neither Parity cared attuned, strategic location
at all where their headquarters were placed Danger +20; Disadvantages unstable
during the Resolution’s final years. Willing to Government council
accept the Law of Parity as part of their cost Marketplace
of accessing the Cities wonders, both parities Base Value 10,000 gp; Purchase Limit 60,000 gp;
simply accepted the Fade’s decrees and
commenced construction. Spellcasting 9th
Minor Items 4d6; Medium Items 3d6; Major Items
“Do
you find it a 2d6
coincidence that here New Disadvantages
where things grow the Radia Unstable: The district is politically and physically
nutures and the Occlusion
gives way?” unstable, with lurking dangers and twisting
—Nomus Rhen landscapes that prevent anyone from feeling
entirely safe. (Economy –2, Law –2, Society –2;
Danger +10; reduce base value by 10%)
New Qualities
Bountiful: The district easily produces far more food
than it needs. (Economy +1, Society +1; increase
base value by 5%)
Fey Trade: The district has many taboos and
superstitions meant to avoid offending fey
neighbors or provoking fey enemies. (Crime
–2, Law +2; increase die size of all item levels in
the marketplace by one step; fey encountered
nearby are one step friendlier than usual to those
who follow the taboos, and one step less friendly
to those who violate the taboos)
Many who set foot into the City of 7 Seraphs stand in
awe when they cross beneath the feet of the Seraph of
the Plumes—Not for the grandeur of the monolithic
guardian above, but rather to catch breath at the strange
vistas of the Orchard District’s splendor. Stretching
from the Behemoth Fastnesses left by the Lightbringers’
Incursion to the shimmering trees of the Glarewood, the
district’s confines hold the court of Mithral Throne and
the bubbling caldera of Miridia’s Shield. The Mists of
Mourn, a lingering remnant of the Incursion, diffract the
light of Radia, and are said to resemble the sunsets of the
Prime Worlds, so many recruited Wardens and other non-
natives visit the Orchard District to be reminded of home.
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Jacob Cinciripini (Order #18219176)
A. Lifemount L. Silk Manor
B. Nightshore M. Seedhollow
C. Mithralmarket N. Lake Zephoun
D. Aiwyth’s Vigil O. Silver Heights
E. Grand Hospice P. The Crusttown
F. Cavern of Delights Q. Twineroot Castle
G. Godsblood Grotto R. Shadowlight Path
H. Morningtide’s Requiem S. The Meandering Mill
I. Chapel of Bloodless Wings T. The Trackless Estates
J. Gateway of Roaming Stars U. Thunderbolt Monastery
K. Necropolis of the Forgotten V. The Unlseeping Apothecary
Jacob Cinciripini (Order #18219176)
Chapter 2" The Districts
128
Jacob Cinciripini (Order #18219176)
Orchard District
District Summary of sunset hues and night-dark shadows. Power from this
artificial breach drew heavily on the flows of the Radia
The Orchard District is broken into three recognized and even with the Crossing’s fading after their defeat
areas: the Forts, the hubs of settlement around the magic lingers in twists of witchlight and wisps that
the gates into the Nearring; the Verge, the central trace the boughs of trees luminous and strange. It does
wilderness where most of Hyraeatan’s food is collected not suffer the effects of the Occlusion and Radia as most
from the forest; and the Glarewood, the luminescent Farring areas of the City do.
far wilderness infused with fey magic and stalked by
primordial magical beasts, tunches, sards, jabberwocks, Governance & L aw
linnorms, tarantula trees, and fey who favor firing spells Enforcement
and arrows before asking questions.
The Forts operate much like the rest of Hyraeatan.
The Forts (Nearring) Circles of Wardens move between the harvest and
processing communes situated in tight formations around
The Forts are a series of cold iron-bound castles and other the great namesake fortresses. The beginnings of roads
fortifications as well as a sprawl of buildings around them. are slowly sketching back in between the structures as the
The architecture is half grown from sculpted trees, carved seeds of new neighborhoods take root.
from shards of volcanic glass used in fey war weapons,
or molded around titanic petrified remains of great The Verge is patrolled equally by militia from
behemoths slain during the Lightbringers’ Incursion. Seedhollow (guided by specialized rangers) and Wardens,
This, the greatest war in City of 7 Seraphs’ history, but justice is as often as not handled privately due to
brought waves of fey, treants, and allied armies against the supernaturally vast distances that must be patrolled.
the gates to the Nearring and destroyed most older Triumvirs and councils are rarely called unless a promise
structures in the district. The Forts are dominated by of restitution is involved.
merchants who trade in food, herbs, magical components,
spices, and fey crafts. They also host the administrative The Glarewood is left entirely to the whimsical
centers for the district and the famous Grand Hospice. guardianship of Maelwyn of the Mithral Throne and his
lieutenants, except in times of war. They are free to do as
The Verge (Midstreets) they wish with anyone who trespasses there in exchange
for assurances that the Flowered Queen, her agents, and
The Verge is where most of the population of the district any other potential threats to the city cannot pass through
resides, living off the land and selling what extra they from the fey realms.
gather to the Forts. Their harvests require cleverness and
care to avoid the supernatural hazards that sometimes The District Council must include one representative
appear in the Orchard District, where the protection of Maelwyn and has traditionally had at least two
of the Seraphs is not so complete. Perhaps due to the representatives from the most influential Parities
influence of fey magic, distances within the Verge can (Ashborn and Covenant), with other seats changing
be even less reliable than normal for the Shadow Plane, hands according to votes among the town councils in the
and the stabilizing influence of the Seraphs only prevent Verge and Forts.
the district from coming unbound. The district is thus
much larger than its walls might seem to allow. Its two History & Current Events
major features are Miridia’s Shield, a low volcano on the
“Western” edge of the Orchard District whose flank The dark earth of the Orchard District has long bathed
touches the wall of the Irons (the heat feeding many Iron in the life-charged etherwinds of the Radia. The ancient
District forges), and Lake Zephuon, which laps against Fade who watched over the holy site of the then primitive
the wall of the Crowns District and features lodges Church of Parity came to know that any seed cultivated in
belonging to many of the city’s notables. the Orchard would bloom in a shadow-reality abundance
with speed and yield sufficient for more than they could
The Glarewood (Farring) hope to eat.
Lying at the most tattered edge of the stability of the As a powerful source of reliable food, the Orchard
Seraph’s influence is the Glarewood, This eerie, luminous District was a site of intense tension from early in
wilderness is flooded with the magic of the Lightbringers’ Hyraeatan’s history. The Lightbringers laid claim to the
traverse from the Realm of the Fey. Somehow area but were challenged for having too great an influence
harmonizing with the Radia, the Glarewood is a place under the Law of Parity. The now-absent Parity fought
the Council for years resisting and supporting outright
insurgency in some parts. Only after the Ashborn and
Chrysalis Covenant proved themselves to be trustworthy
stewards did the politicking and spying around it subside.
The Lightbringers settled into their stewardship of the
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Chapter 2" The Districts
Crowns District uneasily, having vied for the control of brightest alabaster, shot through by laces of onyx. Her
of the Orchard District for so long. Lingering fey allies sorrow hangs on the site with a strength said to make the
and dissidents didn’t surrender their claims despite the vampires of the Sovereignty weep tears of blood. Rumor
Council of Parity’s recognitions and rulings. persists that one day she will once more turn her eyes
back to the City. None can say what judgment that gaze
This legacy of near-sedition has long shaped the events will hold.
and populace of the Orchard District. Refugees from
the Faith of Parity hid in the Orchard during the Grand Cavern of Delights (The Verge): Founded by
Consumption. None are known to have escaped. Radiants Mistress Orishora (CG female nymph shadow
fleeing Hyandil’s tutelage formed secret schools in the weaverCLSSW 1/wilderUP 1/trinity mageLM 7), this cavern
depths of the Glarewood. Escaped prisoners from the shimmering with countless varieties of gemstones is
Blackblades work-camps and Prisons formed bandits the site of one of the most famous fey pleasure dens in
in the Verge and danced with fairies in the light of a Hyraeatan. Clients can buy or sell illusory fantasies,
thousand night-skies. dreams, memories, nightmares, sensations, and stranger
things. Originally built by the Amethystine Court during
After her son was vampirized by the Sanguine the siege of the City of Seven Seraphs.
Sovereignty and the other Parities could not be moved to
deliver justice, the Flowered Queen of the Lightbringers Chapel of the Bloodless Wings (The Verge): This
withdrew with many of her supporters from Hyraeatan towering temple resembles a smaller, jet-black peer to the
through the Glarewood into the fey realms. The Nearring’s famous seraphs, with winding stairs leading
Lightbringers abdicated their role in the city, leaving the between every room of the vertical structure. One of
Chrysalis Covenant to take over many of their holdings in the few places untouched by invading fey, the Chapel is
the Orchard. one of the oldest places of worship in Hyraeatan, a place
where ritual has changed only superficially since before
The Ashborn subdued the district, but only officially. the Sanguine Sovereignty consumed the Faith of Parity.
The mark of the fey would never fade completely, and
monsters of fey design still rampage across the landscape The Crusttown (The Forts): Before the Lightbringers’
at times. However, as the fey settled in, some came to see Incursion, the Orchard District was affordable safe
the strange beauty of the city and formed relationships housing for workers from harvest crews and miners from
with those who depended upon the District’s bounty. The the Iron District. Generations of working-class families
Chrysalis Covenant has since become very close to some built communities in the Nearring of the Orchard and
of these fey, sparking whispers of seditious liaisons. soon, vertical housing crept up the walls of the District.
When the fey-charmed Behemoths came, this urbanized
After centuries of absence, the Lightbringers’ self- area was all but destroyed. Only the vertical dwellings
exiled leader, the Flowered Queen, led her mother’s remained mostly unharmed. Propped up by massive
army in an attack on the city here, where there were lengths of bone these neighborhoods are still the center of
already ley lines linked to the fey realm and allies of the working-class society in the Orchard.
Lightbringers remained hidden from the other Parities.
The invasion took a terrible toll and the entire district Gateway of Roaming Stars (The Verge): The Foreseen
was overrun, but eventually the Ashborn and Warden maintain a circle of standing stones used to track the
heroes from the other Parities united to hold the line movement of stars on various worlds and local ley lines in
against the invaders, banishing the armies and exiling the effort to reconstruct long-forgotten divinatory techniques.
Flowered Queen for good. The decisive moment came These researchers are largely wizards and destined
when the Descendants of Dream bribed one of her chief sorcerers who have come to a tense understanding
fey supporters, now known as Maelwyn of the Mithral with a vishap who has demanded they build a series of
Throne, into betraying her. Although he was exiled vishapakars for it in several other districts of Hyraeatan
from the fey realm for his treachery, he has claimed the without disclosing their function. They suspect it has
Glarewood and the Verge as his recompense. allies among the Descendants of Dream manipulating the
populace for some larger purpose, but divinations suggest
Locations of Interest it will kill them if they find proof.
Aiwyth’s Vigil (The Verge): After a gathering accident Godsblood Grotto (The Verge): Lake Zephuon’s
cost the life of a young Fade girl, the fey-touched House waters are said to originally spring from blood shed by
of Heights member Aiwyth Shiftmantle held a vigil a god of secrets and shadows who fled Hyraeatan rather
at the edge where the Verge faces the Glarewood. She than be slain for killing Miridia, an Eternal of the House
had visited the kivas of the Colleges District and set of Heights, and demanding tribute from the Council.
flyers about the Pacts and Irons. Despite promises and The lake grew precipitously when more Eternals and the
assurances to the contrary, no one else came. She was armies they led bled on its shores. In a cavern known
desolate and lost. It was there that her Eternal essence as the Godsblood Grotto, the normally inky water
catalyzed, turning her and the nearby woods to a stone turns a shimmering red and fleetingly demonstrates
properties of Detria, the divine essence collected by
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godhunters. Yalendra, a fey being known as the Drowned Morningtide's Requiem (Variable): The fey court
Queen, is worshiped here as the spirit of the lake. Here, of Morningtide's Requiem appears and disappears with
Bookbinders give her offerings in exchange for cryptic no discernible pattern throughout the Verge and the
divine memories and fey oral tales. All manner of would- Glarewood. It is ruled by the exiled seilenos Maelwyn,
be Eternals also come, but those judged unworthy by Prince of Revels and lord of the Mithral Throne.
Yalendra’s servitor nereids and rusalkas are turned away. His court is constantly showered with gifts from the
Descendants of Dream, who appreciate his teachings
Grand Hospice (The Forts): The Chrysalis Covenant’s in the weaving of shadow magic and hire his shadow
greatest holding outside the Tower of Changes, the stealers, svartalfar, muses, and even ankou as tutors in
Grand Hospice is a many-terraced structure with soaring their colleges. Visitors are well advised not to trust any
promenades and countless windows looking out from the of their senses and to eat nothing—fey food offers no
highest hill in the central towns over the unnaturally- nourishment and can eventually transform visitors into
hued but eerily beautiful forests of the Verge to the north fey themselves.
and the Mithralmarket to the east.
Necropolis of the Forgotten (The Forts): Before the
Lifemount (The Verge): One of the Ashborn’s major Icegrave Enclave began its handling of the dead, and
power centers is the Lifemount, a series of clearings in the among a few groups since, the dead were buried in a
forest’s densest patches near the peak of Miridia’s Shield carefully maintained graveyard in the east end of what
laced with geyser-sourced rivers and fed by volcanic ash. is now the Forts. During the Lightbringer Incursion,
Here, Ashborn high druids carry out their reincarnation fey and Lightbringer armies ruined the markers and left
rituals and rear magical beasts to fight alongside their many dead to be forgotten. Now, the Necropolis is lost
armies. Many of the Ashborn’s beasts are the products to dark wilderness plagued by undead shadows, greater
of fey magic infusing the District, including carefully shadows, and worse.
trained bandersnatches and loyal thrasfyrs and even a
sard kept in reserve as a great siege weapon. Attempts to Nightshore (The Glarewood): This mobile, open-air
capture a meandering jabberwock have thus far led only market is run by gremlins, gnomes, pixies, and other fey,
to tragedy. The druids under archdruid Grandmother who trade rare and unusual magic items on the condition
Fireheart (LN female dwarf druid 17/hierophant that the payment come in the form of a magic item and
8) frequently haggle with the Steamwalkers and an amusement. The amusement might take the form of
Thunderchildren over access to the mountain’s cosmic a story, a novelty, a memory, an earnest teardrop, or even
fires. The positive energy infusing it makes it especially one's name.
useful for crafting.
Seedhollow (The Verge): The largest of all Ashborn
The Meandering Mill (The Verge): One of the great compounds, Seedhollow is a training facility the size of a
masterworks of the Steamwalkers, now maintained and small city for the Parity’s numerous militia recruits. They
occasionally improved by apprentices, is a mobile mill are sent out with experienced instructors to fight back
for turning quasi-real and primordial seeds and fruits encroachment by fey and plant monsters within the Verge.
into enough meal and other foods to feed the whole of When not needed, they split their time between martial
Hyraeatan. It gathers power by striding between the training and harvesting vital food for themselves and the
geysers and volcanic spray of Miridia’s Shield and then city’s poor. General Anaelu Firekeeper (Ashborn LG
patrols the current harvest sites in the Verge where it can female tiefling ranger 14) struggles to get the resources
be best used. It was used as a mobile castle during the she needs from her Parity, as her work is unprestigious
Lightbringer Incursion and is still guarded in case an despite its logistical importance.
enemy of the city seeks to sabotage its food supply or steal
the magical meal which can be turned into a facsimile of Shadowlight Path (The Glarewood): The
almost any animal or plant good. Descendants of Dream maintain a trade route through
the Glarewood, with which they send planar explorers
Mithralmarket (The Forts): The heart of the Forts is and diplomatic delegations to allied fey factions in the
the vast marketplace run by the harvester’s guild, which Bright Lands. The road is partially protected from the
manages most of the trade for food in the city (aside from hazards of the Glarewood by Wardens, Descendant
basic rations from Seedhollow). The guild ostensibly guides, and enterprising rangers and aethernauts, but it
represents the harvesters themselves—simple foresters, remains hazardous. As often as not, the shadow-paved
trappers, pickers, and their guides, skilled rangers path simply shifts around newly-emerged dangers.
who can navigate the supernaturally vibrant quasi-real
wilderness of the Verge. The Mithralmarket takes its Silk Manor (The Forts): Built by the Chrysalis
name from its requirement that all metal inside its bounds Covenant with the aid of araneas, phase spiders, and
be mithral, one of the few kinds that don’t make fey driders, Silk Manor serves as an touchstone for those
traders uncomfortable. Fey, in turn, must disavow any members seeking transformation in the embrace of
loyalty to the Flowered Queen. the wilderness, including aspirational werebears, fey,
and druids. Some secretly worship the fey lord Olenzo
Knight-Eater, a mythic vildravn, and corrupt those who
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Chapter 2" The Districts
will go unnoticed for a time into lycanthropes or other down below seem to be modified so that they could be
accursed monsters. readily reversed to cause a district-spanning explosion or
eruption.
Silver Heights (The Verge): The House of Heights
maintains these sprawling estates, vineyards, and villas The Trackless Estates (The Verge): When a
in the treetops of the Verge that have leaves of silver and powerful citizen is too esteemed to turn over to the
life-extending golden apples with pearls for seeds. Of Blackblades, but too dangerous to be left free or exiled,
elven and fey design, they do no harm to the trees from they are banished to the Trackless Estates. Here, a
which they grow, ensuring an uneasy peace with the potent curse laid and maintained by the Sanguine
hamadryad who considers the region her kingdom. Those Sovereignty ensures that the damned never leave,
who have failed to achieve immortality come here in a although the lavishness of the estates inspires a few to
last-ditch effort to ease their demise and make peace with stop trying.
their failures, leading to many of the estates changing
hands often. They are eagerly snapped up even by the Twineroot Castle (The Glarewood): The Ashborn
young, however, because of rumors that a lost Annexi lies maintain a permanent fortification in the Glarewood
hidden in one of the elaborate, magically-secured, and under the official sanction of the Mithral Throne.
ever-changing estates. Stories say it was stolen by Hyandil Twineroot Castle is built around Twineroot Spring,
when she first fled Hyraeatan and she lost it when the a hot spring rumored among Ashborn soldiers to
Ashborn burned the magical grove during the war. strengthen the bonds of love. In an effort to reduce
the frequency of soldiers being lured away into the
Thunderbolt Monastery (The Verge): Built nearby Bright Lands by fey, the base has a tradition of
overlooking a roaring waterfall on the flank of Miridia’s recruiting soldiers with no interest in companionship or
Shield, Thunderbolt Monastery trains monks who defend who are in committed romantic relationships with fellow
and maintain tunnels deep underneath that fuel the soldiers.
furnaces of the Iron District on the far side of the wall.
The monks have invited adventurers to help them secure The Unsleeping Apothecary (The Glarewood): The
it when they have found themselves holding off foes they Hand of Onus maintains a vast alchemical facility on
were ill-equipped for, such as elusive gremlins, and once the fringe of the Glarewood to study the otherworldly
a terrible nightcrawler, but they are quick to usher out flora and fauna in hopes of discovering new cures for
anyone who notes the way the Steamwalker mechanisms their sanitarium patients. Their most successful elixir to
date relies upon primal sunlight captured by sunflowers
retrieved from the Glarewood’s heart. The light fills the
buildings and facilitates work at all hours, but attracts
sun-hungry plant monsters as well as inspiring the
alchemists to experiment with dangerous means to get
by without sleep. A few of their more desperate patients
are brought here in hopes that the primal life bleeding off
from the fey world into the district can counterbalance
the negative energy of the shadow. These efforts have met
with mixed results, as often as not giving the target a fey
template or the shadowbound corruption.
Wyrmspine Ridge (The Verge): Overlooking
Lake Zephuon is a ridge formed from the petrified
carcasses of linnorms slain by Hyraeatan’s heroes during
the Lightbringer Incursion, after they were lured to
Hyraeatan by the Flowered Queen’s tales of the city’s
vast wealth. Now the site is controlled by half-dragon
dryads, orruols, and twigjacks who grow an herb called
greyroot, watered by the blood of slain Eternals, that they
sell to buyers in the Archives District through anonymous
intermediaries. Unusually greedy and power-hungry
Chrysalis Covenant members come here to seek the way
of the dragon disciple, and some are said to emerge as
true linnorms.
Writhing Labyrinth (The Verge): Near the center of
the Verge lies a stronghold of the Lightbringers formerly
called Rosethorn Castle, once a living palace used by the
Flowered Queen as a capital and then as a siege castle in
her incursion against Hyraeatan. Even mythic spells have
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thus far proven ineffective in removing its self-renewing of frustration both to his fellow Wardens, his fellow
mass, so the Blackblades send their most reckless recruits Ashborn, and the fey servants of Maelwyn.
here, the most cancerous growth of deadly plants, to
destroy where they will cause the least trouble for the Maelwyn, Prince of Revels (CN male mythic
Parity. They are turned loose when called upon by seilenosB6): An inveterate trickster and maker of monsters
Ashborn in need of reinforcements. bound to the city by curiosity, as well as strategic value,
Maelwyn has free run of the Glarewood and the Verge in
Zembosu's Bower (The Forts): One of the most exchange for guarding against fey threats. Before coming
famous businesses in the Orchard District is a home to Hyraeatan, Maelwyn was an ally of the Flowered
away from home for elven, gnome, fey, and other sylvan Queen, but as he studied the city in order to overcome it,
merchants and diplomats. This sod-and-bone inn and he fell in love with its endless new passions and creations
tavern sprawls along seven iron-hard, mansion-sized and betrayed her to the Council. He enjoys the endless
leaves of a vine climbing the petrified skeleton of a slain novelties of the city presented to him by the Descendants
behemoth leaning against the district wall. The eminently of Dream, but resents his exile and constantly seeks
eloquent Zembosu (House of Heights NG male human agents and proxies to send against fey rivals for his power
telepathUP 8) is known for personally inviting all the most in the Orchard District, as well as those in the fey realm
fascinating guests to ensure the best atmosphere, even if who exiled him.
he must see to difficult magical or psionic needs. He has
a tense rivalry with several Descendant-affiliated salons Rahzemon (Ashborn LG male aasimar ranger 8):
and cabarets, as they constantly try to poach each others' The Guild Grandmaster of the Harvester Guides served
guests. Rumor has it he seeks anyone who might harbor a temporarily in the Ashborn militia before leaving to
fragment of the Likeness (see page 260). bring organization and discipline to the civilian harvester
guides. He is always looking to recruit adventurers for
Personae of the Orchards risky excursions to find rare herbs or extraplanar gaps
to pay the guild’s debts, exacerbated by Temple of Coin
Asmarasmi (unaffiliated N female t’artysPB vizierAM double-dealing and his own secret addiction to gambling
7): Asmarasmi serves as one of Maelwyn's emissaries, in fey pleasure dens. Those who earn his esteem might be
keeping mortals from straying into places he has asked to send a message to his lenders or pulled aside by
designated as appropriate only for fey to go. She can be his husband to find out where he spends his nights.
bribed, but requires payments that are hard to come by
or dearly expensive, such as the last day of a mortal's life New Game Mechanics
or a mortal's shadow. If she is respected, she is amicable
and quick to lead mortals to safe areas. However, she The following section details new mechanics for
sometimes leads them to places where fey time has characters and creatures from the Orchard District.
manifested, creating a shortcut that might cost days,
weeks, or even longer when visitors feel they have only Ranger Archetype:
gone a few minutes out of their way. Shadow Harvester
Eilidiana the Seventh-Born (Chrysalis Covenant Shadow guides master the subtle distortions of the
N female fetchling skinchangerLHS 20/trickster 10MA): Shadow Plane, the fey realms, and other morphic planes
The Eternal mistress of Silk Manor teaches others to whose essences infuse the Orchard District. Once honed,
become more than they are, especially those interested their skills allow them to travel quickly and draw forth
in disguises. She expertly disproves any rumors of useful resources from raw quasi-reality.
Lightbringer sympathizers in Silk Manor, even when she
has to change the truth to do it. She readily abandons Sift from Shadow (Su): At 3rd level, the shadow guide
allies for the greater good (she hopes to see the corrupting must choose the Shadow Plane as her favored terrain.
Sanguine Sovereignty brought low), if they become She can always choose to treat Survival checks to avoid
liabilities. getting lost and to provide food and water as if she
had rolled a 15 instead of rolling, or 20, if she is on the
Isinvelt (Ashborn LN male fetchling hunterACG 7): A Shadow Plane or fey realm. This ability alters the favored
Warden charged with keeping the trade route through the terrain gained at 3rd level.
Glarewood safe, Isinvelt stalks the Verge as apart from his
assigned Wardens as possible while looking for fey up to Spellcasting: The shadow guide adds the following
no good. He fears near to paranoia that any fey, especially spells to the ranger spell list: 1st—continual flame; 2nd—see
those allied with the city, might be collaborating with invisibility; 3rd—shadow conjuration; 4th—true seeing. In
distant Hyandil and her allies. Unfortunately, he is better addition, the shadow guide gains a bonus equal to her
at finding innocent fey than he is at catching actual class level on concentration checks to cast spells with the
collaborators at nefarious deeds; he is a constant source light descriptor where they are impeded (such as the Plane
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of Shadow). This replaces the favored terrain gained at 8th Bardic Masterpiece:
level and 13th level. Stolen Name Divertimento
Friendly Terrain (Su): At 7th level, the path clears This chaotic melody recounts a tale of a girl tricked
itself and shortens for the shadow guide, allowing her into selling her name to a fairy to get a bite of the most
to reach her destination more quickly and easily. Her beautiful apple in the world, not realizing it would
movement ignores all difficult terrain other than that prevent her from ever again enjoying any other flavor in
produced by magic. On the Shadow Plane, the fey realm, comparison.
and any magically morphic or highly morphic plane, she
also ignores magical difficult terrain. When she travels Prerequisite: Perform (percussion, sing, string) 15
with shadow walk or similar effects, she moves half-again ranks.
(+50%) as fast as the effect normally allows. This ability
replaces woodland stride. Cost: Feat or 5th level bard spell known.
Effect: At a range of 60 feet, you steal a target
Convenient Hazard (Su): At 8th level, once per day creature's name and give it to yourself or another target
with 10 minutes of concentration, the shadow guide can within range for as long as you perform. An unwilling
impose her will upon the terrain to create or bypass a target can negate the effect with a successful Will
hazard or mechanical trap she can see on the Shadow saving throw. If it fails, it can't recognize its own name
Plane, the fey realm, or any magical morphic or highly while the performance lasts. Whenever the recipient or
morphic plane. A bypassed hazard becomes harmless original owner of the name is the target of a spell, psionic
for 1 hour if its CR is no higher than her character level. power, or supernatural effect and the other is within
For example, she might cause a bridge to appear across a range, it switches to target the other. If both targets are
sinkhole. A created hazard must have a CR lower than willing, the exchange is permanent until dispelled. This
her character level and remains dangerous for 1 hour or performance has audible components.
until she creates another hazard. Due to the quasi-reality Use: 1 round of bardic performance per round.
of the Shadow Plane, anything she creates with this Action: 1 standard action.
ability cannot be re-purposed for any other use. At 18th
level, the shadow guide can use this ability at will as a Animal Companion Template:
full-round action. This ability replaces the favored terrain Shadowbound
gained at 18th level.
Creatures of the shadow make unsteady allies to most,
Traits and Drawbacks but druids, rangers, cavaliers, and other adventurers of the
Orchard District have learned to inspire deep loyalty in
The following trait and drawback are available to shadow creatures by investing them with the adventurer's
characters with backgrounds linked to the Orchard own steadfast belief in return. When a character gains a
District. If your game uses drawbacks, taking a drawback shadowbound companion, it has all the normal features
allows you to gain an additional trait. except as follows.
Drawback: Orchard-Scarred Lean (Ex): A shadowbound companion's Constitution
score is reduced by 2.
You survived a violent encounter with a dangerous
fey or magical beast that left you scarred physically or Senses (Ex): A shadowbound companion has low-light
emotionally. You take a –2 penalty on saving throws vision and darkvision 60 feet.
against illusions and the abilities of fey and magical
beasts. Shadow Blend (Su): In any illumination other than
bright light, a shadowbound companion blends into
Trait: Mithral Friend (Social) the shadows, giving it concealment. If it already has
concealment, the miss chance from concealment improves
You learned to make a good impression on the creatures to 50% (though this does not count as total concealment).
of the Verge, perhaps by dealing in the Mithralmarket
or even finding the wandering mithral court of Shadowbound Feats: A shadowbound companion can
Morningtide's Requiem. You gain a +2 trait bonus on spend a feat slot to gain one of the following benefits,
Bluff and Diplomacy checks to influence fey, magical provided the effective druid's level is at least the listed
beasts, intelligent plants, and monstrous humanoids. minimum: 3rd: Resist cold or electricity equal to half
effective druid level (pick one; can be taken again to get
the other); 5th: SR 5 + effective druid level, DR 5/magic;
11th: DR increases by 5.
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Jacob Cinciripini (Order #18219176)
Nature’s Bond: Bounty Table 2-4: HOazracrhdasrdoDf istrict
the Orchard District
Druids who develop their bond to nature in the Orchard
District or similar areas of supernatural bounty can CR Hazards
choose bounty instead of choosing a domain or an animal 1
companion. If she does, she learns to draw nourishment bramblesUW, fumaroleUW, mud potUW, poison
and magic from nature's bounty. The druid can harvest 2 oakGMG, quicksand, spellgorging plantsUW,
bounty from any fresh plant matter, meat, or fungus witch lightHA
with 1 round of effort. The druid prepares 1/2 pound of 3
food, which becomes safe and nourishing to eat (feeding Bat colonyHA, grasping undergrowthHA,
1 Medium creature for a day). In addition, the druid 4 griefsand*, hot springUW, misleading
can choose to imbue an orison she has prepared into the echoesHA, pixie pollenUW, plague of fliesHA
bounty if it targets a creature and has a range greater 5
than personal. If she does, the spell takes effect when the Accursed poolGMG, acidic miasmaUW,
first bite is taken from the bounty (treat as a potion with 6 acidic plantsUW, blood moonHA, captivating
her caster level). A druid can use this ability a number 7 reflectionHA, geyserUW, misleading pathHA,
of times per day equal to her druid level + her Wisdom 8 rain of goreHA, vampire orchidsUW
modifier. At 4th level, the druid can imbue spells of up 9
to 1st level this way. At 7th level, the spell can be up to 2nd 10 Following footstepsUW, grasping gravesHA,
level. At 10th druid level, she can imbue a spell of up to 11 pervasive gloomHA, rot grubsGMG, suicide
3rd level. A bounty spell is wasted without effect if unused 12 copseHA
when the druid next prepares spells. 13
Corpsefruit treeHA, electrified duststormUW,
Hunter's Bond: Bounty fire stormUW, freezing eruptionUW, gnarled
treeHA, poisonous gasGMG
Rangers can choose bounty instead of companions or an
animal companion with hunter's bond. A ranger with the Animating fogHA, dweomersinkGMG, field of
bounty bond gains the same benefits as a druid but treats boneHA, sanguinary cloudHA
their effective druid level as 3 lower than their ranger
level. Griefchasm*
Skinchange: Melting Stride Dimensional tearUW, grave frost*
The following skinchange is often used by fey Bottomless pitHA, phantom ringUW
skinchangers but is available to any skinchanger.
Enchanting demiseUW
Melding Stride (Su): You can pass through plants as
if using the spell tree stride, but you cannot transport Doubtfall*
yourself between trees unless you are at least 8th level.
You can also use this ability to enter or pass through a Apocalypse fogHA
creature whose form you could assume without slowing or
making an Acrobatics check (you still provoke an attack Maze of infinite rebirth*
of opportunity from it); leaving the creature's space ends
that use of skinchange. Shadow Plane. Doubt congeals in the treetops into
grasping, branch-like shadows. Noticing a doubtfall
Hazards requires a successful DC 20 Perception check (plus the
modifier for distance—at least 75 feet to avoid triggering
Numerous hazards lurk in the Verge and Glarewood. it). 1 round after any creature approaches within 75 feet,
Many are described in the Pathfinder Roleplaying Game: branches make a combat maneuver check against each
Core Rulebook, GameMastery Guide, Horror Adventures, intelligent creature in the area (+20 bonus), dealing 1d6
and Ultimate Wilderness. The most common are listed points of Wisdom damage and dragging the creature
in Table 2-4. Identifying one of these hazards generally directly underneath the deadfall, which then falls to the
requires a successful Survival or Knowledge (planes) ground. The falling deadfall deals 12d6 points of damage,
check against DC 10 + the hazard’s CR. half bludgeoning and half piercing, to creatures in a 10-
foot radius area. Creatures can halve the damage with a
Doubtfall (CR 11): A doubtfall is a type of deadfall successful DC 20 Reflex saving throw.
manifested from the psychically sensitive nature of the
Grave Frost (CR 8): Grave frost is unnatural ice left
over from undead destroyed while protecting Hyraeatan
during the Lightbringer Incursion. Easily mistaken for
normal frost or white moss, it never melts except when
damaged by fire (which destroys it). A living, tiny or
larger creature who comes within 10 feet of grave frost is
targeted by icy prisonUM and gains 1d4 temporary negative
levels (CL 10th, DC 17). This also causes the frost to
spread by 10 feet closer to the target, which might cause it
to trigger and spread again.
Maze of Infinite Rebirth (CR 13): Where the mutable
space of the Shadow Plane has been permanently snarled
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by powerful fey magic, it can form a region that life can't The earliest known Eternal of Union in the City, Hyandil
escape even in death. A creature that happens near one was also among the first to fall to the power of Entropy.
risks its path becoming magically twisted to enter the Like many broken by the strain of life and love, this did
maze even if it seems to lead straight away. Avoiding not destroy her rather transformed her into a wild and
being drawn in requires a successful Survival check to cold-hearted aspect of relentless vengeance and boundless
avoid getting lost, but the DC is at least 33. A creature passion. Yet still within her the seed of hope may slumber.
trapped within finds a maze of madness and sufferingHA Priests and oracles sworn to her original aspect still find
(DC 23) seemingly made of thorny vines. Time passes the power of old answering their calls.
extremely fast within, and a trapped creature ages by 1
age category (or dies of old age) each round. If a creature Maelwyn, Prince of Revels
dies of old age this way, it is reincarnated as the spell.
MASTER OF THE GLAREWOOD, THE THRICE-CROSSED PRINCE
Griefsand (CR 2): Grief, pain, and despair that is Alignment CN
intense or long-lasting can cause quicksand to form Symbol silver horns
nearby in the Shadow Plane. This quicksand has the Domains Chaos, Charm, Protection, Trickery
additional effect of slow (CL 3rd, DC 14) and dealing 1 Favored Weapon morningstar
point of Wisdom damage (no save) to creatures in its area. Places of Worship Morningtide’s Requiem and
Griefchasm (CR 7): Griefsand that stands long shrines throughout the Orchard.
enough becomes dangerous sinkholes. These function Obedience Create a painting, poem, or other work
like 80-foot-deep camouflaged pit trapsCRB rather than
quicksand. They slow (CL 8th, DC 17) all creatures of art with a meaning hidden within itself. The
within 30 feet when they collapse; creatures that fail can't work must be presented, though not necessarily
catch themselves with fly speeds or immediate actions. given, to a rival or enemy within the next day.
Gain a +4 sacred or profane bonus (determined
Fey Rulers and by the worshipers alignment) to the next mind-
Divine Spellcasters affecting effect you are exposed to.
Druids who choose domains can choose from these While no true clergy exists to dictate the will of the
domains if they serve the appropriate fey ruler. A rare Prince of Revels, members of his court such as Lady
few clerics, warpriests, and inquisitors, mostly harvesters Rethalla of the House of Dancing Swans (CN shadow
who interact with fey more often than mortals, also draw fey oracle 16) often take this role upon themselves,
domains or blessings from these creatures. The fey rulers’ administering enigmas and mysteries on Maelwyn’s
power can also be the source of an oracle’s magic and behalf. If he disapproves he has shown no sign of it to
curse via one of the indicated mysteries. In addition, each date.
is allied to certain shaman spirits of similar sorts.
Olenzo Knight-Eater
Hyandil, the Flowered Queen
FEY LORD OF CURSES, HUNTING, SHIFTING FOLK, AND
ETERNAL MATRON OF CITIES, LAW, MERCHANTS, AND
STRATEGIC CUNNING
WEALTH Alignment NE
Alignment NG (Spring Aspect)/CN (Winter Aspect) Symbol raven skull
Symbol blossom crown Domains Animal, Destruction, Evil, Strength
Domains Healing, Plant, Repose Favored Weapon falchion
Favored Weapon quarterstaff Places of Worship Hidden temples built into the
Places of Worship Shrines in the Lightbringer Schism
structures of other buildings such as the Silk Manor
in the Crowns District and scattered in the in the Forts.
Orchard. Obedience Disguise yourself as something other
Obedience Plant a seed at the sight of a prior than yourself and commit an act against your
conflict. This seed can be literal, the anointed enemy. Should you not be caught through out the
of Hyandil prefer to use wildflowers of various course of your actions, a well of hidden strength
breeds, or it can be informational-Objects such surges within. You gain a +4 profane bonus to
as notes, scrolls, or evidence that will spur another Strength checks you make for the next 24 hours
creature to action. Depending on the aspect of and a +4 profane bonus to hit and damage on
the Flowered Queen this action either grants a +4 the first attack against the next creature you
sacred bonus to the next save against a death- attack that is unaware of you.
effect or poison you are exposed to (Spring) or a
Bluff check meant to further the intrigue you have Hidden in establishments like the Silk Manor or
set into motion (Winter). abandoned structures in the Greydowns of the Archives,
the cult of Olenzo dances a wicked pattern of intrigue
and corruption unfurling their masters shadowy presence
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Table 2-5: Domains of the Fey Rulers Orchard District
Deity AL Portfolio Domains/Blessings Mysteries/Spirits
Bones, Life, Wood
Hyandil the Flowered Queen NG/CN† Flowers, rebirth, Healing, Plant, Repose
sacrifice Heavens, Life, Lore, Wood
Maelwyn, Prince of Revels CN Art, lust, trickery Chaos, Charm,
Protection, Trickery
Olenzo Knight-Eater NE Hunting, Animal, Destruction,
lycanthropes, Evil, Strength
strategy
Yalendra the Drowned Queen LN Blood, fate, water Glory, Knowledge,
Law, War
†Hyandil’s eternal essence responds to worshipers from both her current Lightbringer
incarnation and the Crown District’s more innocent echo in the Fracture.
like outstretched wings across the City. It is
unclear whether he serves at Maelwyn’s urging or
if this is his ambition finally slipping the seilenos’
influences over him.
Aggressive street toughs exhibiting signs
of lycanthropy may have begun spreading his
faith to the Archives in earnest and have begun
tagging territory with the raven skull in a paste of
ash and tar.
Yalendra the Drowned Queen
ETERNAL GUARDIAN OF DIVINE SECRETS AND LORE
Alignment LN
Symbol a circle of blood
Domains Glory, Knowledge, Law, War
Favored Weapon crossbow
Places of Worship Shrines in the Lightbringer
Schism in the Crowns District and
scattered in the Orchard.
Obedience Pour the shed blood of an
unwilling creature into a thin puddle or
pool and trace secrets quickly as not to
reveal them to onlookers. You must trace
one secret regarding the past, followed
by one about the present, following by a
secret intent for the future. You gain a +4
to Bluff checks made to conceal a secret
or Knowledge checks to research one.
Yalendra is thought by some to mourn the lost
Eternal who first bled in Godsblood Grotto.
Others wonder if she is in fact a new identity
assumed by the power that fled. The relationship
has never been made completely clear.
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ChapterT2h" eTheSDeirstaripcths of Pacts District
Eternal L ightning
N metropolis
The Seraph of Eternal Lightning stands as House of Heights and Temple of Coin
the most clearly humanoid of the Seven. Corruption +1, Crime +2, Economy +8, Law +6, Lore +6,
This presentation is thought to have been
an agreement of the House of Heights and Society +5
Thunderchildren to present an idyllic version Qualities holy site, magically attuned, mythic nexus†,
of a being’s self—to represent the physical
peak of the martial ideal and the beauty of mythic sanctumPCSDS, prosperous, strategic location
the ascendant Eternal. Visitors from the Prime Danger +20; Disadvantages portal rings
Worlds often claim that it’s the only Seraph that Government council
“looks right” naming the rest fiends or other Marketplace
monsters. The Eternals know better and whisper Base Value 32,000 gp; Purchase Limit 220,000 gp;
of days were angels were not the first creations
of the Divinities. Spellcasting 9th*
Minor Items nearly any; Medium Items 3d4; Major
“Welcome to the
Pacts! Where every sin is for sale, Items 2d4
every blessing is on offer, every New Disadvantages
secret can be bought and every vice is Portal Rings: The district is impacted by random
but a coin-purse away. ” ring-shaped patterns of manifesting portals. These
—Varis d’Pon, Gaterunner portals are difficult to see, predict, or control.
Rigorous policing is needed to maintain any safety.
(Law +3, Danger +10)
New Qualities
Mythic Nexus: The district loci that empower mythic
ascendants, these sites are rigorously patrolled to
protect the empowerment process and deal with
dimensional anomalies.
Time spent within the Loci of Eternity can count as
a mythic encounter for advancing mythic tiers at
the GM’s discretion. Each visit requires progressively
more time to be spent within.
Some say the Pacts were founded the moment Rysia first
offered to watch over the fiscal affairs of the Circle of Six.
A preamble to the treachery that would found the Temple
of Coin it was indeed a pivotal role in Rysia’s assent to
power. But others whisper that the Loci were there long
before the Circle’s arrival, before even the Fade settled
the Occlusion’s Eye. Ancient fonts saturated in six of the
fundamental powers of the creation: Energy, Entropy,
Incarnation, Mind, Time, and Union.
These Loci drew many among the early mages who studied
under the Circle’s tutelage. Ceradon the Mighty’s followers
in particular gravitated to researching the means by which
the mortal frame could become imbued with the Loci’s
power. Each Locus was studied, fortified, and contained.
Structures not unlike the Parity Towers themselves were
raised. Rather than expanding the reach of the Radia’s
stable zones these structures drew at its fluctuations and
seared the energies within to patiently waiting ascendants.
So powerfully drawing these energies the spaces around
them tore open to bleed even more power into these
structures. These makeshift portals would soon become
part of expanded trade with new cultures and worlds.
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Jacob Cinciripini (Order #18219176)
A. Locus of Ages H. Lost Things
B. Locus of Will I. Doororium
C. Locus of Pyres J. Nightmist Den
D. Locus of Union K. Water Market
E. Locus of Breaking L. Leng Waystation
F. Locus of Incarnation M. Glowglass Foundries
G. Traduce’s Whispers and Rumors N. The Great Tradetemple
Jacob Cinciripini (Order #18219176)
Chapter 2" The Districts
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Jacob Cinciripini (Order #18219176)
Pacts District
District Summary always smells sweet. True or not, though the market
offers all of the usual type of shops, inns, taverns and the
Though the general perception of the Pacts is a never- like, only the wealthiest can afford to live here.
ending expanse of shops, stores and tents, the district
offers much more. Here the glowglass factories create Grand Bazaar (Midstreets)
their glowing wonders. Massive financial institutions,
workshops of elite artists and imposing arcane libraries The largest market of the Pacts, the Grand Bazaar
abound. Magical portals, both fixed and random, provide teems with merchants, customers and all manner of
access to a myriad of planes. Perhaps the greatest of the beings who provide for or prey upon both groups. The
District’s wonders are the six Loci of Eternity (one in the twisting, meandering maze of streets feature a mixture of
Galleria, two in the Bazaar and three in the Night Souk). covered markets, stalls, shops, taverns, inns and private
The bright streams of radia flowing between these six residences. Truly anything can be found in the Grand
towering Loci are used by the locals as direction markers Bazaar if searched for long enough. Abyssal merchants
in the otherwise confusion of meandering streets of the hawk lost souls caught in jars while Celestial peddlers
District. promise blessed blades and holy indulgences. Creatures
from forgotten planes exchange indecipherable texts
To be sure, the inhabitants come in all shapes and sizes; with vampire lords and gnomish archmages. Two Loci of
from towering demons to shining celestials and every Eternity, Time and Incarnation, anchor the Bazaar and
being in between. The largest portion of the population, streams of Radia crisscross the dim sky above.
however, are kasatha.
Night Souk (Farring)
Delineated by a canal system, four neighborhoods, or
“Markets” as they are called by the locals, make up the Shrouded in an Occlusion manifestation of black fog
Pacts District. Home to the richest merchants, guilds and known as “murk-mist”, the Night Souk never sees the full
mages, the wide boulevards of the Galleria nestle close light of the Radia. Glowglass lanterns and street lights
to the Nearring. Further out, the Grand Bazaar holds provide flickering points of light for those who slink
the greatest share of the District with its meandering down the market’s claustrophobic alleys and lanes. The
streets, plazas and covered marketplaces. Finally, the instability found in many “Farring” districts is hobbled in
murk-mist shrouded Night Souk extends its narrow, the Night Souk thanks to three Loci of Eternity (Energy,
twisting alleys of factories, research laboratories, dark Mind and Breaking). Wide areas around these Loci
emporiums and mysterious shops deep into the Farring. remain as solid as if they were in the Nearring. Of course,
Finally, the often disorganized Water Market floats on a unstable reality does return the farther from the Loci one
deep-water bay along the border shared with the Docks travels. Around the Loci are many factories, workshops,
District. This market stretches out horizontally, with mage towers and great schools of arcana. All of whom
boats of all shapes and sizes tethered together, as well as make use of the more flexible laws of magic and reality
vertically with underwater stores for water breathers and that the Farring offers. Between the stable zones, the
shops surrounded by bubbles of air for more terrestrial darkness of the Night Souk seems to attract merchants
customers. who specialize in services or items that makes even a
kasatha merchant feel uncomfortable.
The Galleria (Nearring)
The Water Market (Farring)
Environmentally stable due to its proximity to the
Nearring, the Galleria boasts massive marble guildhouses, Operating in both the vertical and horizontal axis, the
gleaming palazzos of the most wealthy, lavishly Water Market offers a unique and dangerous shopping
ornamented tradetemples and the powerful edifices of experience. Ruled by the Y’Obith, a criminal syndicate
the Great Banks. The wide streets of the market feature of Aboleths, the market is a curious mix of criminal
the finest shops offering the most elite goods (at the elements and outerplanar merchants. Initial clashes
highest prices) in the entire city. The great Temple of between Y’Obith and the Temple of Coin led to the
Coin, second in beauty only to the Tower of Coin, sends current uneasy treaty whereby the aboleths control the
its shining minarets high into the sky above Hyraeatan. Water Market and leave the rest of the district alone. It
Indeed, towers and tall, multi-story structures are the is unclear if the organization has to do with the current
norm in the Galleria. Though begun as a trend by the situation with the Kraken in the Archives District.
mages of the Arcanum, today owning or living in a tower Neither the Constables nor Bailiffs dare to enter the
is a matter of pride, ego and status. The shining Loci of Water Market making it a location where those who shop
Union, connected by strands of bright Radia, radiates do so at their own risk.
perpetual daylight across the market. It is said the air
of the Galleria, tinged with hints of spices and flowers,
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Horizontally, the market floats on the surface of the they might knock out their foes rather than kill them.
Bay of Yiss, a collection of boats tethered together with Culprits who are taken alive by the Constabulary are
narrow “streets” of water between them. Getting around hauled before the nearest Bailiff for judgment.
the Water Market requires one of the long seven person
canoes (rentable for 1 sp per day) or some form of water There are rarely trials in the Pacts, Bailiffs have the
walking magic. Instead of shops, merchants sell goods power to mete out punishment as they see fit. Though
of all descriptions right out of their own open-topped abuses of power by Constables or Bailiffs are quickly dealt
watercraft. Each night these boats disperse into the with by the Golden Constabulary’s own commanding
canals of the Pacts, cross over into the Docks, or off into council. Minor offenses to the flow of trade may result
the Farring to unknown locations, only to gather again in simply a beating, confiscation of goods, or a fine of up
at dawn the next day. The organization of the market to the equivalent of 150 gold promises. Greater crimes
changes daily, no street or merchant location is ever the such as theft of property, murder during the conduct
same. of act of trade or wide-spread market disruption may
result in branding and temporary indenture (1d20 weeks
Vertically, the Water Market extends downward, deep depending on the severity of the crime) for the first
below the surface of the Bay of Yiss. Impossibly long offense, and execution for the second. These draconian
lengths of seaweed, thick as oak trees, extend up from punishments serve to keep the flow of coin unabated in
the unknown bottom of the bay. Affixed to the strands the Pacts.
of this underwater forest are stalls, shops, and multi-
level buildings operated by merfolk, aboleths, sea hags, The Wardens, while present in the Pacts in large
sahuagin, nereids and all manner of water-breathing numbers, generally are happy to let the Constables handle
creatures. Interspersed among these establishments are most disputes. The portals of the District take enough
magical bubbles of air, some containing shops, others just resources the Duar Commander is constantly demanding
to give air-breathers a respite. more of the Parity Council and has all but relinquished
the majority of the policing powers they should have.
The Canals of the Pacts A single garrison of Ashborn beyond those on the
Walls rests in the boundaries of the Grand Bazaar and
A canal system acts as dividing lines between the various Galleria. Whispers that a furious aspect of primal power
markets and provides for the easy transport of goods is contained within it in case the Wardens should ever fail
and materials. The water flows from four pools, fed by to contain a threat.
small rips into the elemental plane of water. Closer to the
Nearring, the canal is called the Altos, and its blue waters Regulation of Coin and Scale: Though constables
offer pleasant boating as well as an everflowing source of have regular patrols, bailiffs also walk the streets every
drinking water. In contrast, in the Farring, the canal is day escorted by their own guards. Aside from their
known as the Palus, and its murky depths are choked with regular duties as judges, bailiffs also monitor and enforce
rubbish, runoff from factories and alchemical pollution. the laws governing the Iron Scales. Each bailiff carries a
Between the Altos and Palus, the Canal is simply thought wand that detects any tampering of an Iron Scale within
of as “the Canal” by the ever-practical inhabitants of the 100 feet.
Bazaar, if it is considered at all. Twelve shop-lined bridges
span the canals at various points allowing access from In addition, Bailiffs are responsible for issuing market
one market to another. The waters of the canal flow from licenses to those wishing to set up shop in the markets.
Nearring to Farring before finally terminating in the wide Prices vary according to the specific market, in addition
Bay of Yiss. to specific bailiffs. GMs should determine the cost
appropriate for their specific campaigns though as a
Governance & L aw general rule 10gp per character level owed annually is a
Enforcement good starting point.
Under the auspices of the Temple of Coin, each market of History & Current Events
the Pacts District fields the Golden Constabulary; a corps
of Constables to keep the peace alongside tasseled hat The ancient Fade used the wide featureless plain of the
wearing Bailiffs who settle disputes and mete out justice. Pacts District as a site to hold festivals, gatherings or
Easily spotted in their tabards emblazoned with a golden great spiritual ceremonies. The many planar portals
scale, these officers ensure that trade is not disrupted. offered easy access to visitors from far and wide. By the
Visitors and citizens alike may do as they wish to Resolution Era of Hyraeatan, the Pacts already housed
themselves or others as long as those activities do nothing merchants from across the planes. Over time, as the
to prevent the flow of coin, goods or services. Typically, city grew, the district expanded and condensed into
the Constables are equipped with +1 merciful clubs so that the warren of shops, homes and factories it is today. Its
occupation by the Temple of Coin was cemented before
the Resolution.
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Pacts District
The House of Heights selected their stewardship over Lost Things (Water Market): The old woman sits
the District due to the strangely empowered nature of in her wide skiff surrounded by piles of junk and trash,
its Radia energies and reality distorting shadowtides. feeding the rats who scurry in and around the craft. Lost
Constructing six monolithic structures to help channel Things provides a strange service to its customers. Mama
these powers, they turned the District into the birthing Marinka (N fallen goddess) can reach her withered hand
crèche of the Eternals. Each of the Loci of Eternity into the piles of trash around her and retrieve an item lost
embodies a different path of Immortality and holds through theft or mischance. However, the more precious
resources and facilities to aid in apotheosis. Interestingly, the item is, the higher the price. Mama Marinka has been
the Pacts proved to be largely immune to the march known to ask for a customer’s offspring, years off a life, or
of momentous events which have otherwise rocked even the soul. In the past, some have attempted to force
Hyraeatan in the past. the old woman to retrieve an item but those who dared
were eaten by the piles of trash. Seemingly immortal,
The most notable exception to this is the appearance Mama Marinka has been a fixture of the Water Market
of the kasatha. Shortly after the Grand Consumption since the Rise of the Great Seraphs.
of the Church of Parity, five massive clans of kasatha
arrived in the Pacts through one of the district’s many Nightmist Den (Various): A newcomer to the
planar portals. Unwilling or unable to talk about where Pacts, nightmist establishments can now be found in
they came from or why they left, the Kasatha adopted every market of the district. The proprietors, their
Hyraeatan as their new home and now make up a large features always hidden by polished slate masks, traffic
share of the merchants in the Pacts. A matriarchal and in dreams. For a fee of 50 gp (increasing by 100 gp for
spiritual people, the kasatha believe that their former each subsequent visit), the customer can inhale silvery
gods abandoned them and have adopted trade and parity mist from a jade vial to experience dreams culled from
as their new spiritual calling. For these beings every the minds of sentient creatures. These dreams range
transaction is a prayer, every coin earned is a blessing, and from relaxing to thrilling to sensual or even horrific, all
a deal which benefits both sides uplifts the soul. depending on the request of the customer.
Locations of Interest Each time a user inhales a dream there is a 5%
cumulative chance (max of 40%) that the dream
To recount each and every wondrous establishment in experienced will be prophetic (with the effect of the
the Pacts would require a colossal tome of nearly infinite spell divination, commune, vision or true prognostication
pages. Instead, described below are some of the stranger as determined by the GM). However, the nightmists are
locations to be found among the markets. incredibly addictive. The first use automatically gives the
user the minor addiction. On the next use the user must
Doororium (Galleria): Entering this otherwise succeed at a DC 15 Fortitude save or gain the moderate
unremarkable shop, the customer comes face to face with addiction condition. Each use after the second increases
a maddening variety of doors arrayed in all manner of the DC by +2. Some speculate the dens have connections
shapes, sizes and materials. The proprietor Garnoto to the Foreseen but the Triad of Seers denies this.
Aentis (Temple of Coin male gnome wizard 20) offers
a unique service. For a nominal fee, he will sell the key Traduce’s Whispers and Rumors (Night Souk): This
and location of the next portal to the specific planar small kiosk tucked away in a shadowed alcove along a
destination of the customer’s choice. It is not known nondescript street offers a central depository of rumors
how Aentis learns of this information but having and secrets from across the city, for those who can afford
foreknowledge of the random portals of the Pacts can the price. The proprietor, Traduce (LE male mnemor
be invaluable. The price of the gnome’s services begin at [memory devil] telepathUP 12) never leaves his kiosk. He
1000 gp plus an additional 1000 gp for each step away the simply sits on his stool, one elbow propped on the scarred
destination plane is from Hyraeatan. wooden top. But if enough coin, or good or knowledge
is offered, Traduce can relate nearly any of the City’s
Leng Waystation (Grand Bazaar): The Waystation current rumors or secrets to be had. (The price and/or
appears to be a series of six huge wooden spars, three availability of the secret desired by the PC is left for GMs
on each side, that curve up from a central platform. The to determine but the price should be high indeed.)
purpose of the this arrangement becomes clear when a
Leng Tradeship descends from the sky to dock with the Personae of the Pacts
waystation. The Lengmen conduct a brisk and profitable
trade in visions, slaves, and rare goods gathered from Bessana (Temple of Coin LN female kasatha cleric
across the planes. Customers must be brave enough 9/agent of accrual† 10): Considered among the greatest
to enter the dim storage holds of their planar vessel, of the holy leaders of the kasatha people, Bessana has
however, as the always robed and veiled Folk of Leng embraced the power of commerce with a furor meeting
never set foot on Hyraeatan soil. nearly any zealot in the City. Her miraculous clientele are
among the most elite of the City and she is considered
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Jacob Cinciripini (Order #18219176)
Planar Doorways
The Portals of the Pacts District
One of the infamous aspects of the Pacts are the next it opens. This has prompted the rise of the
somewhat temperamental portals dotting the Gaterunners Guilds; a loosely organized group
markets. Twisting tears in reality, these gateways youths, for the most part, who duck into a portal
date back to the earliest Fade settlement and offer and back again to report where the portal leads.
magical access to Hyraeatan from all manner of They will sell knowledge of a portal’s destinations
other planes, realities and locations. Radia scholars (2 gp per party member who wants to use them).
theorize that these cracks in the fabric of the planes GMs wishing to roll random portal destinations
are vortices or whirlpools in the Etherstorm. Others should reference Chapter 5.
point unwavering fingers at the House of Heights
and patterns of portal tears around the Loci of Deep Portal Activation
Eternity. Whatever the cause, these portals provide
one source of the strange inhabitants and goods Similar to many aspects of Hyraeatan, crossing
populating the Pacts. through a deep portal requires parity. In this case,
an exchange of mass roughly equal to 1/100th of the
At any given time at least a dozen or so gateways person using the gateway. Thus, a 250 lb. human
(either active or dormant) exist across the Pacts must exchange 2.5 lbs of mass to allow passage. In
District. Though several portals open in the same local parlance, the mass to be exchanged is called
location, far more wandering portals exist. The “Ballast”. Activating a portal simply requires one
portals manifest in two generally conformations: to toss the appropriate amount of ballast into the
Deep or Bright. An open Deep portal appears to portal before stepping through. Many enterprising
be an oblong field of darkness floating in the air Pacts citizens set up stands or carts near known
or on any flat surface. They make no sound and portal locations to sell ballast at inflated prices
radiate no energy, making them difficult to spot (typically 25gp per pound). Those who enter a
by the inattentive. Stories abound of the neighbor portal and do not provide parity by using ballast
or relative who turned a corner, fell through a discover they are missing 1/100th of their mass
portal and never returned. Bright portals tend to on the other side either in items or in body parts.
form in orbital rings near the bases of the Loci of Interestingly, ballast is not required while traveling
Eternity and other important supernatural nexuses to Hyraeatan, only to leave the city.
in the District. Both of these portal types are often
explored by gaterunners from the Guilds of the Bright Portal Activation
Halls neighborhood of the Colleges.
It is speculated that bright portals are reflections or
Portal Time L imits, inverses of other portals in the multiverse. Often
Destinations and the this causes them to require strange keys or items,
Gaterunners Guilds cryptic passphrases, and even behaviors to activate.
Gaterunners guilds from the Halls section of
Portals usually stay open for 1d10 hours then vanish Colleges District like the Coinclocks, Mapcrackers,
for an equal amount of time before reopening. and Leapkeys all cultivate specialists in divining
However, these gateways are by no means the necessary opening charms or knacks and others
consistent, and though one may provide passage develop more brute force tactics to pry them open.
from a specific plane, the same portal will almost People who need the trick of them can also seek out
certainly not connect to that same plane when Garnoto at the Doororium for a hefty fee.
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Jacob Cinciripini (Order #18219176)
Loci of Eternity
The Eternals of Hyraeatan largely owe their Incarnation most often aids the awakening of
endowment to six monolithic edifices scattered those of the champion, master-of-shapes, and
over the Pacts District. The towers are collectively wielder mythic paths.
known as the Loci of Eternity and each separately RR Locus of Pyres (Night Souk): Thought of as
represents one of six primal forces. Each of these the prime nexus of arcane magic, this Locus
forces is tied fundamentally to a Source of power of Eternity brings forth the raw power of the
that permeates the Multiverse. Hyraeatan’s mutual inner planes. A statue of Aphora, founder
agitation of both the Radia and the Occlusion of the Steamwalkers stands outside of it to
renders these powers more accessible than commemorate her research into the power of
elsewhere. the Pyres. Most of the kineticists of the City
are awakened to their powers here. Mythic
The Loci and their Sources are as follows: characters empowered at the Loci of Pyres are
RR Locus of Ages (Grand Bazaar): This shifting most often archmagi, overmagi, scions of high
sorcery, and a portion of the worldsingers.
building is a strange combination of shifting RR Locus of Union (the Galleria): This ornate
architectures and drifting constructs of tower is decked in opalescent statuary that
unknown purposes. The Loci aligned with make it seem more a fit for the Temples are
Temporal Source, a number of visiting time of the Seraph’s Ring. Seraphim, kirin, and
wardens and other temporal agents seek out other celestial creatures ring its expanse and
time to commune with the energies of the the shimmering light of its presence has been
Loci. Mythic characters following the Eternity known to cause many to stand in wonder in
of Ages are most often timelords, hierophants, the nearby streets. It calls to those who would
or tricksters. bring souls together for the purpose of the
RR Locus of Breaking (Night Souk): A tower like whole. Mythic paths empowered here are most
configuration of shattered buildings gathered often those of marshal, herald, hierophant,
around a central nexus, the Loci of Breaking saint, or will-of-all paths.
stands defiant in nearly every way. This Loci is RR Locus of Will (Night Souk): Spans a softly
attuned to the power of Entropy and empowers pulsing crystal in blues and purples make
both Entropic and Umbral Sourced characters. the seemingly organic jeweled exterior of
Shadow weavers spending time within the this Locus shine like a lighthouse over the
maelstrom it creates often experience expansion murk-mist of the Souk. Rumors that the
or shifts in their perspectives. Mythic mental awakenings within are among the
characters empowered by the Loci of Breaking most stressful that the Eternals experience
are most often godhunters, hollow ones, and are hard to confirm but the proximity of the
rare overmagi. tower to the Y’Obith Ascendancy is a deterrent
RR Locus of Incarnation (Grand Bazaar): This that many claim is not coincidental. The
blockish building is one of the most unadorned empowerment of the Locus favors those of the
in the District and yet stands with a stark genius, hivemind, overmind, super-genius, and
presence now to unsettle many a visitor. The will-of-all paths.
power of physicality, primal nature, and
biological reserves present themselves boldly
in all who bask in its power. The Loci of
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Jacob Cinciripini (Order #18219176)
Wallach’s Wondrous
Wonders
On the surface, Wallach’s Wondrous Wonders hp 62 (4d8+4d10+20)
offers magical items, specialized equipment and Fort +7, Ref +11, Will +10; +4 vs. bardic
rare components. Typically, most magical wondrous
items, wands, potions and rings priced lower than performance, language-dependent, and
20,000gp can be found here. The shop, run by the sonic
always smiling Mister Vacher (LE, doppelganger Immune charm, sleep
bard 4), features narrow rows of crowded shelves
suggesting lost mysteries and the potential for OFFENSE
fantastic finds. Vacher typically appears as a human Speed 30 ft.
or half-elf and tries never to reveal his true nature. Melee +1 dagger +11/+6 (1d4+4/19-20) or 2
His smile never wavers, even in the midst of
haggling or fighting. claws +10 (1d8+3)
Special Attacks bardic performance 14
While Vacher maintains that he merely runs
Wondrous Wonders for the always absent Mister rounds/day (countersong, distraction,
Wallach, the truth is much darker, and much fascinate DC 16, inspire competence +2,
much bloodier. The two beings currently called inspire courage +1)
Vacher and Wallach are a pair of serial killers who Spell-Like Abilities (CL 18th; concentration +22)
have preyed upon the Pacts District for decades. At will—detect thoughts (DC 16)
The absent owner of Wondrous Wonders is not Bard Spells Known (CL 4th; concentration +8)
absent, he is the shop. A rare variety of mimic, 2nd (2/day)—catatoniaOA, enthrall (DC 16)
“Mr. Wallach” changes into the shape of a store, 1st (4/day)—charm person (DC 15),
or just coats the inside of an empty establishment, hypnotism (DC 15), sleep (DC 15), vanishAPG
forming shelves, counters, and everything inside. (DC 15)
The only thing genuine about Wondrous Wonder 0 (at will)—daze (DC 14), flare (DC 14),
is the stock, which is genuine and typically gleaned lullaby (DC 14), mage hand, open/close (DC
from the mimic’s meals. The smiling “Vacher”, for 14), prestidigitation
his part, changes his shape to appear as the shop’s
proprietor, luring in customers (aka “victims”). TACTICS
Before Combat Vacher will prepare by dosing
This evil pair kill two or three victims then
change locations, the name of the shop and his +1 dagger in drow poison. He tries to only
proprietor, then wait to murder again. Their shape target 1 victim (or 2 at the most) at one time,
changing abilities have kept them far ahead of preferring to let a meal go rather than risk
the Constabulary. Vacher takes particular delight exposure.
in watching the mimic entrap and slowly devour During Combat As Mister Vacher’s goal is
its next meal. Currently the shop is located in the to facilitate the meal of his partner Mr.
Grand Bazaar. Wallach, he will use enthrall, catatonia, or
hypnotism alongside his bardic fascinate
MISTER VACHER CR 7 ability to lull a victim while Mr. Wallach
grapples them.
XP 3,200 Morale If it becomes clear that the battle is
lost, he will use his vanish spell to attempt to
DoppelgangerB1 bard 4 escape.
NE Medium monstrous humanoid STATISTICS
Str 16, Dex 15, Con 14, Int 14, Wis 13, Cha 18
(shapechanger) Base Atk +7; CMB +10; CMD 23
Feats Dodge, Great Fortitude, Skill Focus
Init +2; Senses darkvision 60 ft.; Perception +8
(Disguise), SpellsongUM
DEFENSE Skills Acrobatics +10, Appraise +10, Bluff +19
AC 22, touch 13, flat-footed 19 (+5 armor, +2 (+23 while using change shape), Diplomacy
+10, Disguise +22 (+42 while using change
Dex, +1 dodge, +4 natural)
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Jacob Cinciripini (Order #18219176)
shape), Escape Artist +10, Knowledge Base Atk 5; CMB 19; CMD 27 (can’t be tripped)
(arcana, local, planes) +8, Perception +8, Feats Improved Initiative, Lightning Reflexes,
Perform (oratory) +10, Profession (merchant)
+5, Sense Motive +10, Spellcraft +8, Stealth Skill Focus (Perception), Weapon Focus
+6, Use Magic Device +10; Racial Modifiers (slam)
already included above Skills Climb +20, Disguise +10 (+30 when
Languages Abyssal, Common, Elven mimicking objects), Knowledge
SQ bardic knowledge +2, change shape (dungeoneering) +10, Perception +14; Racial
(alter self), mimicry, perfect copy, versatile Modifiers +20 Disguise when mimicking
performance (oratory) objects
Combat Gear potion of cure moderate Languages Common
wounds, potion of invisibility, drow poison SQ mimic object
(5); Other Gear +1 mithral chain shirt, +1
dagger, cloak of resistance +1, ring of mind SPECIAL ABILITIES
shielding, courtier’s outfit, jewelry (worth Adhesive (Ex) A shop mimic exudes a thick
300 gp)
slime that acts as a powerful adhesive,
SPECIAL ABILITIES holding fast any creatures or items that
Mimicry (Ex) Proficient in all weapons, armor, touch it. An adhesive-covered mimic
automatically grapples any creature it
and shields. Can use any spell trigger or hits with its slam attack. Opponents so
spell completion item as if the spells were on grappled cannot get free while the mimic
its spell list. is alive without removing the adhesive
Perfect Copy (Su) When a doppelganger first. A weapon that strikes an adhesive
uses change shape, it can assume the coated mimic is stuck fast unless the
appearance of specific individuals. wielder succeeds on a DC 23 Reflex save. A
Spellsong (Ex) Mister Vacher can conceal the successful DC 23 Strength check is needed
activity of casting a bardic spell by masking to pry off a stuck weapon. Strong alcohol
it in a oratory performance. As a swift action or universal solvent dissolves the adhesive,
he may combine the casting time of a spell but the mimic can still grapple normally. A
with a perform (oratory) check. Observers mimic can dissolve its adhesive at will, and
must make a Perception or Sense Motive the substance breaks down 5 rounds after
check opposed by Vacher’s perform check the creature dies. The save DC is Strength-
to realize a spell is being cast. This ability based.
uses 1 round of his bardic performance Absorb Essence (Su) Creatures who enter
ability. the shop mimic and are then grappled by
its adhesive attack gain 2 negative levels
MR. WALLACH, SHOP MIMIC CR 7 (Fortitude DC 23 half) each round at the
start of the shop mimic’s turn. A check to
XP 3,200 remove a negative level gained in this way
is also DC 23. If the creature dies from the
N Gargantuan aberration (shapechanger) negative levels, its body disintegrates and
the shop mimic absorbs its life essence. This
Init +3; Senses darkvision 60 ft.; Perception +14 is a death effect.
Mimic Object (Ex) A shop mimic can assume
DEFENSE the general shape of any Gargantuan
object, such as a shop, stall or house. The
AC 19, touch 5, flat-footed 20 (-1 Dex, +14 creature can also coat the inside of a pre-
existing structure to form the walls, floor,
natural, -4 size) ceiling and furniture. The mimic can alter
the appearance and texture of its body to
hp 94 (7d8+63) imitate a store or shop. A shop mimic gains
a +20 racial bonus on Disguise checks when
Fort +11, Ref +3, Will +6; imitating an shop in this manner.
Immune acid;
OFFENSE
Speed 10 ft.
Melee slam +18 (4d6+18 plus adhesive)
Space 20 ft. Reach 20 ft.
Special Attacks constrict (slam, 1d8+6),
absorb essence (DC 23 Fortitude)
STATISTICS
Str 43, Dex 8, Con 29, Int 10, Wis 13, Cha 10;
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Jacob Cinciripini (Order #18219176)
Chapter 2" The Districts
a prized ally of legendary discretion. In addition to Procurements. An establishment catering to the needs of
her own formidable power, Bessana secretly holds the diversified planar needs, the sad truth about the business
talisman of recovery. This relic was created when the is that it never existed. Taking odd jobs around the City
Bookbinder’s destroyed their own records during the and in Pacts particular, the small creature is often caught
Antolethes infiltration by the Steamwalkers to prevent mumbling to himself or throwing rocks at the Loci of
such a loss from ever occurring to the Temple of Coin’s Ages while screaming curse words in draconic.
account records. The bronze disc purportedly has the
power to reconstruct the entirety of the Parity’s monetary Threadbearer (Unaffiliated N male unique
transactions. Due to this trust, many in the know consider outsider): The Threadbearer is a tall, gaunt fellow, his
Bessana Rysia’s secret heir. eyes burning feverishly in the recesses of his skull, with
stitches holding his mouth tightly shut. Needles protrude
Greaseskin Imirk (House of Heights NE undine from the tips of his fingers, dripping with some organic
bard 6/rogue 6): Claiming to be a rare oozeborn fluid. If motivated properly with gifts of jewelry and rare
planetouched the undine Greaseskin is actually a would- balms, he can spin this fluid into amazing creations—
be Eternal of Deception and Lies. While operating enchanted clothing, nearly-living rope, and even (some
his shop in the Grand Bazaar is generally profitable, have claimed) armor that can withstand the fiercest
Imirk actually strives to make transactions based on the blows. Yet his gifts come with a price: the more beautiful
most outlandish claims and wild assertions. If he can the requested result, the more flesh his fingers will dig
successfully fool someone into a transaction under false from your skin.
pretenses he doesn’t even mind the occasional loss of a
major profit, as long as the opposite party is convinced For a memory, he can spin a thread that will lead you
they didn’t get a good deal. While dealing with the through the planes. He may demand the scent of sunlight
consummate liar is frustrating to many, his connections on flowers, or the feeling of soft fur under your fingertips,
do seem provide him with some of the rarest treasures in or the pain of childbirth. It is said he is building a gallery
Creation. from these memories, in a home hidden under the streets
of the City.
Lussiama Meshien (Temple of Coin LE female elf
rogue 5/alchemist ACG 5/enchanter 9): Often called Yexarra Sassur (Temple of Coin NE female
Lussiama of the Veils, the elven merchant is one of the ophiduanUP rogue 5/warlock ACC14): This ophiduan
most accomplished proxy traders in the City. A queen strongly favors her human ancestry and often presents
of layered transactions and chain-barters she is one of herself disguised as though she is fullblooded-human. A
the most legitimate procurement agents of illegal and traitor to the city of her birth and the serpent god they
questionable trade-goods around. Her extensive network worship. She has become a fixer for the Temple and keeps
includes rare “flesh markets” where she has procured an eye out for forces that could disrupt the flow of trade
extensive contracts for indentured feed-servants to in Hyraeatan. Some say that means bribes for her and
provide blood and other needs to undead clientele and assurances that they will control their collateral so she
often is known to procure even more esoteric needs for doesn’t have to show them her fangs. She also is rumored
rituals. Least known is her connections to the faith of to have a connection to send travelers to the Dancing
Many-Faced God Nyarlathotep and its mi-go servants. A World of Aldra. Whatever the specific truth, her tower-
few of her closest acquaintances suspect it is only a matter top villa has been described as worthy of Rysia Kalavol
of time before she hears the price she needs to betray the herself.
City.
New Game Mechanics
Natasstin Stain (House of Heights N male fetchling
(ceptu) artificer 17/archmageMA 1): A young ceptu who The following section details new mechanics for
became obsessed with the art of tattoo, unsatisfied with characters and creatures from the Pacts District.
application of dyes to his ceptu flesh, Natasstin paid
Chrysalis Covenant mystics to reincarnate him over and Prestige Class: Agent of Accrual
over until he reached his present state as a Fade. He has
made use of his pale flesh to masterfully tattoo himself. The Temple of Coin has perfected the art of buying and
His love and fulfillment of the art has caused him to open selling nearly anything. With the aid of the Infernal
his shop, the Choice Stain, where he sells magical tattoos Courts, the debts they collected from discrete customers
to those he feels crave them badly enough. He has begun in the Heavens and Trine Libria, and the endowment of
the process of Eternal ascension and intends to take time various Eternals of the House of Heights they eventually
for his imbuement in the Tower of Incarnation. devised a process to empower and create the ultimate
brokers in miracles. These agents serve to simplify
Pidge of the Always (Temple of Coin CN kobold spellcasting services and allow magic to be used as a
rogue 16/tricksterMA 3): A cagey kobold with a frantic trade standard when gold is not possible. The power they
awareness and frenetic energy, Pidge of the Always
is constantly looking for information about Kaeman’s
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Jacob Cinciripini (Order #18219176)
Table 2-3: Agent of Accrual Class Features Pacts District
Level Base Fort Ref Will Special Aligned Spells, Powers
1st Attack Save Save Save miraculous accounts, sacrificial deposit, transact or Veilweaving
Bonus +0 +0 +1 miracle (1st)
2nd commission (5%) —
3rd +0 +1 +1 +1 transact miracle (2nd)
4th +1 +1 +2 transact miracle (3rd) +1 level of aligned class
5th +1 +1 +1 +2 diversify holdings, protect interests +1 level of aligned class
6th +1 +2 +2 +3 transact miracle (4th and 5th) +1 level of aligned class
7th +2 +2 +2 +3 transact miracle (6th) +1 level of aligned class
8th +2 +2 +2 +4 commission (10%) —
9th +3 +3 +3 +4 transact miracle (7th) +1 level of aligned class
10th +3 +3 +3 +5 transact miracle (8th), authorized agent +1 level of aligned class
+4 +3 +3 +5 +1 level of aligned class
+4 +1 level of aligned class
+5
funnel beyond is thought to be gaining magical interest 10 gp in its balance. The agent of accrual cannot create a
toward the future ends of various undisclosed parties. miraculous account for themselves.
Hit Dice: d6 Sacrificial Deposit (Su): The agent of accrual can
Requirements spend one minute in a ritual to sacrifice any object of
To qualify to become an agent of accrual, a character greater than 100 gp in the name of one of its accounts.
must fulfill all of the following criteria: This item must have been in the creature’s possession
Skills: Appraise 5 ranks, Profession (banker) 5 ranks, for at least 1 week and believed by its bearer to be their
Spellcraft 5 ranks property. At the end of the ritual, the object vanishes
Special: Must be able to cast spells of 3rd level or be never to be seen again. Half of this value is collected into
able to bind two chakras. Sponsored by a member of the the target’s miraculous account. The other transformative
Temple of Coin or House of Heights, most spend 1 day value is assumed to be offered up to the Temple of Coin,
in each of the Loci of Eternity being attuned to the forces fiends, or Eternals—although the possibility has been
that weave reality. put forward that the entire object is drawn through
microconduits in the agent of accrual’s body or soul and
Class Skills that the energy attributed to the target of the miraculous
account bond is from elsewhere. This ability does not
The agent of accrual’s class skills (and the key ability for work on artifacts, relics, or objects that are considered
each skill) are Appraise (Int), Bluff (Cha), Diplomacy cursed.
(Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana)
(Int), Perception (Wis), and Spellcraft (Int). Transact Miracles (Sp): At 1st level the agent of
accrual can select one class’ spell list. As a standard
Skills Points at Each Level: 2 + Int modifier. action the agent of accrual may “spend” value from a
creature’s miraculous account equal to the cost of a scroll
Class Features for that class and level to create a magical effect from the
chosen class’ list on the account holder as long as they are
All of the following are features of the agent of accrual within close range. At 1st level, the agent of accrual can
prestige class. only select 0 or 1st level spell effects to target a creature
possessing a miraculous account who approves this use
Weapon and Armor Proficiency: Agent of accruals with a free action. This increases at specified levels to a
gain no new proficiency with any weapon or armor. maximum of 8th level spells at 10th level.
Miraculous Accounts (Su): As a full round action, Alternatively, as a full round action, two agents of
the agent of accrual can create a pool of magical energy accrual in physical contact can transfer value between
linked to a target they touch. They can have a number their held accounts with the permission of their respective
of these pools equal to their Charisma Modifier + their miraculous account holders. An account holder is made
Agent of Accrual Level. These pools are then tied to aware of any effort to transfer their accrued value and may
those creatures until the creature has been dead for grant permission regardless of distance or planar location.
one week or either the agent of accrual or the targeted This transfer is a full-round action that provokes attacks
creature chooses to abandon the account if it has less than of opportunity.
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Jacob Cinciripini (Order #18219176)